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How can DMs improve? What makes a good DM?
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<blockquote data-quote="ThirdWizard" data-source="post: 2652376" data-attributes="member: 12037"><p>ForceUser took my most important thing: people skills. Being able to read others. Are they having fun? Are they annoyed? Knowing what they're thinking without asking will get you far. Knowing what they like and dislike will also help. Talking about the game afterward is a good way to go about this, but realizing in game their mood is even more important, I think.</p><p></p><p></p><p></p><p>I would say... yes, and no. Parts are the same, and others are different. The ability to improv and to read others remain, but if you don't understand the flavor and know how to bring out the flavor that the game is intended to perform, then you can't effectively do it. A GM who is good at running high fantasy games, isn't necessarily good at running horror games.</p><p></p><p></p><p></p><p>Practice practice practice.</p><p>Ask the Players for constructive criticism.</p><p>Play under another DM and note what its like.</p><p></p><p>These are the three keys, IMO.</p><p></p><p>Obviously, practice. If you do it more, and you're conciously looking at how you are doing, then you'll do better.</p><p></p><p>The Players can be very good helpers, assuming they can give constructive criticism. Other DMs who are playing are better at this, in my experience. They can tell you what they're looking for, what they're missing out on, and so on.</p><p></p><p>I'm a horrible Player. For some reason I can't play a PC with the same ability as I do an NPC, for whatever reasons. However, the little time I spent on the other side of the screen has helped me tremendously.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2652376, member: 12037"] ForceUser took my most important thing: people skills. Being able to read others. Are they having fun? Are they annoyed? Knowing what they're thinking without asking will get you far. Knowing what they like and dislike will also help. Talking about the game afterward is a good way to go about this, but realizing in game their mood is even more important, I think. I would say... yes, and no. Parts are the same, and others are different. The ability to improv and to read others remain, but if you don't understand the flavor and know how to bring out the flavor that the game is intended to perform, then you can't effectively do it. A GM who is good at running high fantasy games, isn't necessarily good at running horror games. Practice practice practice. Ask the Players for constructive criticism. Play under another DM and note what its like. These are the three keys, IMO. Obviously, practice. If you do it more, and you're conciously looking at how you are doing, then you'll do better. The Players can be very good helpers, assuming they can give constructive criticism. Other DMs who are playing are better at this, in my experience. They can tell you what they're looking for, what they're missing out on, and so on. I'm a horrible Player. For some reason I can't play a PC with the same ability as I do an NPC, for whatever reasons. However, the little time I spent on the other side of the screen has helped me tremendously. [/QUOTE]
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