Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How can DMs improve? What makes a good DM?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 2652380" data-attributes="member: 63"><p>Are we asking how to be a <em>good</em> game master (which implies providing a reasonably entertaining experience to everyone), or being a <em>great</em> one (which requires a lot of practice and honing of skills)?</p><p></p><p>Good GMing means knowing what you and your players want, and importantly, knowing what you don't want, and what the difference is. The basics of GMing are discussed all the time, because running a game is, indeed, difficult to master. However, a lot of people do it, and when people hit snags that trip up the game, it's easy to give advice on how to get the game moving again.</p><p></p><p>What is hard, though, is going beyond good, going beyond just being a game you play with your friends to pass the time. What is hard is running a game that is entertaining, that weaves the players into a story that entertains them and touches them, making the game take on as much significance in the lives of you and your players as your favorite movies.</p><p></p><p>I've played games that I think were better than Star Trek, than Lord of the Rings, than Star Wars -- but so far, they surpass only in the realm of drama and action. So far I have only rarely touched upon deeper meaning -- emotional, intellectual, or spiritual -- in my games. While not all players are interested in games with meaning, it is a challenge game masters may rise to: to run a game that is both action-packed and deeply affecting, both visceral and sublime.</p><p></p><p>Of course, there is always the threat of taking ourselves too seriously. Few sins in game mastering are worse than railroading, and few types of railroading are worse than when a game master wants his players to learn or to feel something specific. Gaming is a group activity, communal storytelling, and at its best, a compelling game will be so because the game master gives it the <em>potential</em> to have meaning.</p><p></p><p>It is the players themselves (the game master too) that make that meaning real.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2652380, member: 63"] Are we asking how to be a [i]good[/i] game master (which implies providing a reasonably entertaining experience to everyone), or being a [i]great[/i] one (which requires a lot of practice and honing of skills)? Good GMing means knowing what you and your players want, and importantly, knowing what you don't want, and what the difference is. The basics of GMing are discussed all the time, because running a game is, indeed, difficult to master. However, a lot of people do it, and when people hit snags that trip up the game, it's easy to give advice on how to get the game moving again. What is hard, though, is going beyond good, going beyond just being a game you play with your friends to pass the time. What is hard is running a game that is entertaining, that weaves the players into a story that entertains them and touches them, making the game take on as much significance in the lives of you and your players as your favorite movies. I've played games that I think were better than Star Trek, than Lord of the Rings, than Star Wars -- but so far, they surpass only in the realm of drama and action. So far I have only rarely touched upon deeper meaning -- emotional, intellectual, or spiritual -- in my games. While not all players are interested in games with meaning, it is a challenge game masters may rise to: to run a game that is both action-packed and deeply affecting, both visceral and sublime. Of course, there is always the threat of taking ourselves too seriously. Few sins in game mastering are worse than railroading, and few types of railroading are worse than when a game master wants his players to learn or to feel something specific. Gaming is a group activity, communal storytelling, and at its best, a compelling game will be so because the game master gives it the [i]potential[/i] to have meaning. It is the players themselves (the game master too) that make that meaning real. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How can DMs improve? What makes a good DM?
Top