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General Tabletop Discussion
*Dungeons & Dragons
How Do I Help Mentor a GM Making Rookie Mistakes?
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<blockquote data-quote="Cergorach" data-source="post: 9763289" data-attributes="member: 725"><p>An RPG is not a poker game. Poker is a relatively simple game, there is imho no way to dislike how a game of poker is being run, you either like the game or not, you like the people or you don't.</p><p></p><p>With a pnp RPG you can like the game, you can like the people, but you can dislike how the game is run, you can dislike the themes, you can dislike the story. And unlike poker, a pnp RPG generally isn't about winning, it's about having a good time. The DM is generally the fun facilitator, but everyone needs to have fun, <em>including</em> the DM. It's not about having fun all the time, at every moment, but the general feel should be more significantly more fun then irritation.</p><p></p><p>Just because the person is a new DM, does not mean everyone else needs to have a terrible time. If there are irritations, they should be discussed, not during the game, after the game. Preferably, so that next session the DM can prepare differently.</p><p></p><p>The problem is that quite often, people DMing can hold so tight to certain ideas/concepts that they strangle them. The same can happen with players, especially DMs that have very little experience with being a player, being an actual player...</p><p></p><p>In this case I would say, give the person some slack, see the first three sessions if they are improving, what is getting worse and what isn't changing, but should. Praise what they did wrong, suggest what they could and should do better. If you say, 'the group thinks', actually check with the group if the actually feel this way.</p><p></p><p>We generally take turns DMing in our group, we've been playing with this group (in various compositions) for ~35 years. Only one player had never DMed before, and they did this year for a couple of sessions. Yes there were issues, there were things that went well, and we let our 'face' of the group discuss it with our new DM (instead of all piling on). We know each other, we're all in the same age range, we can take a few hits. Not everything that irritates us needs to be discussed, we let some stuff slide, but the rest of us have enough experience to get some bigger lines aligned.</p><p></p><p>After their adventure, I was up next. I did discuss things with our groups 'face' (as they generally have a better insight into all the members of our group) before hand, as I wanted to do a bunch of things that were out of our norm, and probably going out of the comfort zone of <em>some</em> of the players. After the session zero (and a half) there was a lot of fun/cool stuff, there was also some room to improve, after session 1 even more. This was discussed with me, but I actively ask for feedback and I can take quite a bit of critisism, not every DM does so and can so. And I also noticed that I was sometimes holding too strongly to certain ideas that were good ideas at the time I thought them up, but when I realized that changing thing that the players feel like is (more) fun, why not change xyz. Things that changed were technical vision/movent thing in our (Foundry) VTT, how I was dealing out XP (after every encounter, XP for anything else would be rare, to per session with a focus on how much was done during the session), I needed to change the pacing of the dungeon crawl (discovery of unique things during each session), etc. If we did the same in our early 20s, this would have been a drama fest, but due to we being a bit older and wiser, we tend to be open a lot more to improve, but there are still limits...</p></blockquote><p></p>
[QUOTE="Cergorach, post: 9763289, member: 725"] An RPG is not a poker game. Poker is a relatively simple game, there is imho no way to dislike how a game of poker is being run, you either like the game or not, you like the people or you don't. With a pnp RPG you can like the game, you can like the people, but you can dislike how the game is run, you can dislike the themes, you can dislike the story. And unlike poker, a pnp RPG generally isn't about winning, it's about having a good time. The DM is generally the fun facilitator, but everyone needs to have fun, [I]including[/I] the DM. It's not about having fun all the time, at every moment, but the general feel should be more significantly more fun then irritation. Just because the person is a new DM, does not mean everyone else needs to have a terrible time. If there are irritations, they should be discussed, not during the game, after the game. Preferably, so that next session the DM can prepare differently. The problem is that quite often, people DMing can hold so tight to certain ideas/concepts that they strangle them. The same can happen with players, especially DMs that have very little experience with being a player, being an actual player... In this case I would say, give the person some slack, see the first three sessions if they are improving, what is getting worse and what isn't changing, but should. Praise what they did wrong, suggest what they could and should do better. If you say, 'the group thinks', actually check with the group if the actually feel this way. We generally take turns DMing in our group, we've been playing with this group (in various compositions) for ~35 years. Only one player had never DMed before, and they did this year for a couple of sessions. Yes there were issues, there were things that went well, and we let our 'face' of the group discuss it with our new DM (instead of all piling on). We know each other, we're all in the same age range, we can take a few hits. Not everything that irritates us needs to be discussed, we let some stuff slide, but the rest of us have enough experience to get some bigger lines aligned. After their adventure, I was up next. I did discuss things with our groups 'face' (as they generally have a better insight into all the members of our group) before hand, as I wanted to do a bunch of things that were out of our norm, and probably going out of the comfort zone of [I]some[/I] of the players. After the session zero (and a half) there was a lot of fun/cool stuff, there was also some room to improve, after session 1 even more. This was discussed with me, but I actively ask for feedback and I can take quite a bit of critisism, not every DM does so and can so. And I also noticed that I was sometimes holding too strongly to certain ideas that were good ideas at the time I thought them up, but when I realized that changing thing that the players feel like is (more) fun, why not change xyz. Things that changed were technical vision/movent thing in our (Foundry) VTT, how I was dealing out XP (after every encounter, XP for anything else would be rare, to per session with a focus on how much was done during the session), I needed to change the pacing of the dungeon crawl (discovery of unique things during each session), etc. If we did the same in our early 20s, this would have been a drama fest, but due to we being a bit older and wiser, we tend to be open a lot more to improve, but there are still limits... [/QUOTE]
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