GMs: What lessons have you learned from playing/other GMs?

Create a who's who list of NPCs the party has met or know about with short descriptions that the PCs can refer to.

I get a general sense of things as I'm playing and people come and go but a bunch is in the moment and I will forget important details of things that have not been there with us at the moment. In my brother's game he created a list we could reference and having that hard data in front of me I could chart out power groups, make connections and conjectures about people who were not onscreen during a particular game and really pierce the politics and big picture maneuverings that I would have missed from being focused just on the moment and NPCs in front of me. It allowed me to see the plot as well as the immediate action. I loved putting the dozens of pieces of the plot puzzle together, while I would have otherwise just been along for the ride, in command of the moment but not consciously dealing with the big picture.
 

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In a homebrewed world I played in, the GM gave out extra credit XP if we made a unique magic item, an NPC, a historical event and a place. He incorporated them into the plot/world (with modifications that he saw fit) and a good deal of them have been major parts of the game. It made his job of fleshing out the world a little easier and as a player it's very fun to see one of your creations pop up in the game.
 

Things I have learned from other DM's:

1) I am a good DM, as DM's go.

2) I am handsome, as DM's go.

3) I am modest, as DM's go.

In a more serious vein, the most important things I've learned from the people I game with (DM or player) are simple: whenever you can, say 'yes' to players, there's a difference between challenging the players and simply negating what they try to do, give the players narration rights, it's their story, and they'll be more engaged if you acknowledge it, and do whatever it takes to create an atmosphere of trust (just because the DM runs the adversaries doesn't mean he or she is the adversary).
 


GuardianLurker said:
Your players are your best source of ideas. Learn to recognize when they've come up with something better and use it.

I heartily agree. Once in a while my players start worrying and preparing for the next inevitable step in the adventure based upon what they know. If that inevitable step is missing from my adventure... what the heck add it in?

A case in point. Not too long ago they were convinced some kind of assissination attempt was about to be attempted against one of them. Well, there was no attempt planned. But they were so prepared for it emotionally that I wrote in an encounter on the fly. Bingo! Two characters in negative hps, a huge hole in the side of the inn from a lightening bolt cast from the party wizard, a dead invisible stalker and one happy party. (there were a few other details that I'll leave out).
 

Sidereal Knight said:
That's a very interesting point. Since you are one of my former players, I have to assume you are referring to me... Would you care to start a thread about this and discuss?

Or perhaps you'd like to come over to the Circus to discuss it directly rather than making vague statements here?


I was relating my view of a couple different instances, and doing so in a manner not to identify anyone. If you feel it was about you, then perhaps you should review events from the games.

I don't have an account on CM, nor can I view discussions or comment on anything without one, and I just don't have time to keep track of ANOTHER account.
 
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roguerouge said:
.... But note that I said that the character must be ABLE to die. The possibility of losing and losing BIG is what I'm talking about here; consequences, you know?
I'll say it differently. The PCs need to believe they could fail with huge consequences and/or die. That healthy fear (call it whatever you will) and overcoming obstacles in the face of it is part of the fun/pleasure/adrenaline/etc.

It is extremely rare that a PC dies in my campaign and yet they always believe they can. Well, because, they can. ;-> I don't see PC death as a good or necessary thing, just the reality that they are not far from the edge and there are no safety ropes.
 

Some DM on the boards once told a story about introducing a new character by having them fall from the sky and land in front of the party that was walking down the road, followed by a booming voice from that sky that said something like, "This is your last chance." Besides laughing my behind off, I always remember that when crafting party introductions. No "Hi I'm Magelleon the wizard" character intros for this DM. I've never used that intro, but it really is a great analogy for keeping things unique and interesting. (I apologize for not being able to credit it properly)

Although we have very different DM styles, Silvermoon is very good at winging it. (one of us is anal, and it is not SM ;) ). Between him and other DMs I have learned to adjudicate rules faster. He also uses a formal adventuring group for party cohesion. I always thought that would be lame until I say him use it in action. I discovered there are non-lame ways to use it. It helps the players with varied personal goals and backgrounds have a common ground and creates role play opportunities when their backgrounds come in conflict with their commitment to the adventuring/hero group they have joined.
 

  • Turning every encounter into a deathtrap inescapable except by way of DM fiat or NPC intervention does not make my campaign challenging, or me a 'good' DM.

  • Vampires will kill normal folks dead 99% of them time -- unless you're playing Rifts, in which the water content of moving urine will decimate 99% of all vampires encountered.

  • Your telling me what my character does and does not do, when they do it, and how it is done is not roleplaying. It's backseat driving.

  • When your players say, "We're okay with introducing adult themes, as long as they're handled tastefully!" this is not an invitation to act out your spooky bondage/toture porn fantasies upon their characters.*

  • Making my character an active alcoholic/addict/uncontrollable sex maniac without my permission or knowledge is not clever or fun for anybody but you. You have control issues.

  • If you give your character a furiously stupid name, people will treat him as though he is furiously stupid. In some cases, this can be beneficial. Usually, though, it's not.

  • Ninja will smuggle l33t into your game and slowly murder any sane elements of the setting under the cover of darkness. Fear them.


*I should be clear that I was not the GM in this instance, though I accidentally prompted the incident by suggesting that brutality is fair game for plot if handled appropriately (e.g., if handled like Law & Order: SVU). For some reason, what the guy heard was "You should act out your own disturbing sexual fantasies upon your players' characters!" :(
 
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