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How can DMs improve? What makes a good DM?
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<blockquote data-quote="Gulla" data-source="post: 2653452" data-attributes="member: 4272"><p>I think that what makes a good DM/GM is different from group to group. I have won 'Best GM' awards at cons for sessions that I my normal players would not like at all. So a good GM <strong>for a given group</strong> is one that makes everyone (including himself) enjoy the game.</p><p></p><p></p><p></p><p>Get feedback. Every so often ask your players what they think about the game. And when everyone (out of courtesy) answers "it's nice and fun" ask more detailed questions about what they think is best, what they enjoy most and what they would change. That way you can at least know <strong>what</strong> to improve. How, is a different case, but unless you know what to improve you are risking changeing the best part (often for the worse).</p><p></p><p>And don't be afraid to use a game-day or parts of one to talk out of character as players and GM about what you would like the campaign to be. Unless you get the players to talk about what they want you have to be very lucky, extremely skilled and a mind reader to get it right.</p><p></p><p>Håkon</p></blockquote><p></p>
[QUOTE="Gulla, post: 2653452, member: 4272"] I think that what makes a good DM/GM is different from group to group. I have won 'Best GM' awards at cons for sessions that I my normal players would not like at all. So a good GM [b]for a given group[/b] is one that makes everyone (including himself) enjoy the game. Get feedback. Every so often ask your players what they think about the game. And when everyone (out of courtesy) answers "it's nice and fun" ask more detailed questions about what they think is best, what they enjoy most and what they would change. That way you can at least know [b]what[/b] to improve. How, is a different case, but unless you know what to improve you are risking changeing the best part (often for the worse). And don't be afraid to use a game-day or parts of one to talk out of character as players and GM about what you would like the campaign to be. Unless you get the players to talk about what they want you have to be very lucky, extremely skilled and a mind reader to get it right. Håkon [/QUOTE]
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