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How can DMs improve? What makes a good DM?
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<blockquote data-quote="painandgreed" data-source="post: 2652341" data-attributes="member: 24969"><p>I don't think there is any list of things that makes up a good DM. There are too many variables known as "players" and different players want something different out of their DM. It's all a matter of getting the right players under the right DM to make things work. There are certainly tricks to be taught and learned but they will not work for everybody and some that work well for one DM might end up being detrimental to another.</p><p></p><p>Anyway, my suggestions:</p><p></p><p>TIPS</p><p>1) Know your players. Know what they like and what they respond to. Know what they will pay attention to and what will bore them. Know how to read their mood and to tell when they're having fun or not. Once you do that, give them what they want or at least what they'll have fun putting up with.</p><p></p><p>2) Know yourself. Figure out what you can run and run well and do it. Don't try and run in a DM style that you don't like or can't do to the players enjoyment. Realize that not everybody is going to like your DMing style and don't take it too personally when they don't.</p><p></p><p>3) Prepare. Prepare. Prepare. The more you sit before the game and stat out creatures, work on maps, plan ahead, and even write out speculated conversations, the easier things will be for you when the game happens.</p><p></p><p>4) Don't be afraid to wing it. Sometimes in the middle of the game, all you preparation just doesn't seem to be workign out, the plot seems weak, the players are uninterested, but then you get an epiphany (or the players offer one) and a much better idea presents itself to you. Don't be afraid to dump your preparation for the new idea if it feels right. You just have to last the rest of the game and then you have till the next game to re-prepare and build up the new idea.</p><p></p><p>TRICKS</p><p>1) When in doubt, drop into combat. If the game is slowing down and you're faltering, start a combat. It will take up the rest of the game session most likely or at least give you time to think and at that point you've got till the next game session to come up with something, including a reason for the combat.</p><p></p><p>2) You can entertain most players by letting them make money. Figuring out trade routes, food costs, hired help wages, what they can buy low and sell high may seem like a boring logistics nightmare, but if the PCs are making money off of it, chances are they'll have fun doing it. Want to get them from one sid of the map to another or to adventure through areas they normally wouldn't go, set it up so they'll make money doign it. Treasure or resources (exotic animal bits for spell components) that they know can be sold for much higher price over at spot B is a good way to let them decide they want to go to spot B. Same goes with gambling even if it's just skill checks or consulting charts from random die rolls. Little encounters like that add spice to otherwise boring stops.</p><p></p><p>3)Base NPCs off of people you really know. They're easier to remember and you have a set personality ready built to portray for the PCs. If they know the person in question, even better because they will fill in the bits that you don't do right. TV and movie stars also work. Don't be afraid to say "he looks and acts just like actor X from movie Y", just present the idea once when appropriate and let it sit in their heads.</p></blockquote><p></p>
[QUOTE="painandgreed, post: 2652341, member: 24969"] I don't think there is any list of things that makes up a good DM. There are too many variables known as "players" and different players want something different out of their DM. It's all a matter of getting the right players under the right DM to make things work. There are certainly tricks to be taught and learned but they will not work for everybody and some that work well for one DM might end up being detrimental to another. Anyway, my suggestions: TIPS 1) Know your players. Know what they like and what they respond to. Know what they will pay attention to and what will bore them. Know how to read their mood and to tell when they're having fun or not. Once you do that, give them what they want or at least what they'll have fun putting up with. 2) Know yourself. Figure out what you can run and run well and do it. Don't try and run in a DM style that you don't like or can't do to the players enjoyment. Realize that not everybody is going to like your DMing style and don't take it too personally when they don't. 3) Prepare. Prepare. Prepare. The more you sit before the game and stat out creatures, work on maps, plan ahead, and even write out speculated conversations, the easier things will be for you when the game happens. 4) Don't be afraid to wing it. Sometimes in the middle of the game, all you preparation just doesn't seem to be workign out, the plot seems weak, the players are uninterested, but then you get an epiphany (or the players offer one) and a much better idea presents itself to you. Don't be afraid to dump your preparation for the new idea if it feels right. You just have to last the rest of the game and then you have till the next game to re-prepare and build up the new idea. TRICKS 1) When in doubt, drop into combat. If the game is slowing down and you're faltering, start a combat. It will take up the rest of the game session most likely or at least give you time to think and at that point you've got till the next game session to come up with something, including a reason for the combat. 2) You can entertain most players by letting them make money. Figuring out trade routes, food costs, hired help wages, what they can buy low and sell high may seem like a boring logistics nightmare, but if the PCs are making money off of it, chances are they'll have fun doing it. Want to get them from one sid of the map to another or to adventure through areas they normally wouldn't go, set it up so they'll make money doign it. Treasure or resources (exotic animal bits for spell components) that they know can be sold for much higher price over at spot B is a good way to let them decide they want to go to spot B. Same goes with gambling even if it's just skill checks or consulting charts from random die rolls. Little encounters like that add spice to otherwise boring stops. 3)Base NPCs off of people you really know. They're easier to remember and you have a set personality ready built to portray for the PCs. If they know the person in question, even better because they will fill in the bits that you don't do right. TV and movie stars also work. Don't be afraid to say "he looks and acts just like actor X from movie Y", just present the idea once when appropriate and let it sit in their heads. [/QUOTE]
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