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How to be a Better DM: One Size Doesn't Fit All
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<blockquote data-quote="TheAlkaizer" data-source="post: 8387514" data-attributes="member: 7024893"><p>Before I describe the points I partially disagree with, pleasek now that I agree with 90% of what you said. This is a wonderful post!</p><p></p><p></p><p>I don't agree. I enjoy Critical Role for what it is; a fun entertainment that I play on my phone when I'm doing the dishes. It's like watching theater. However, seeing someone doing it differently absolutely made me question some of my assumptions, realize that maybe there's some things I thought I did very well or very poor and that it wasn't the case. I also was spectator to several very cool moments that made me go <em>"oh, that's cool, I never thought about doing something like that"</em>.</p><p></p><p>I've seen people criticize the way Matt Colville DMs. He's not my favorite DM ever. I disagree with him on multiple things. But he knows how <em>he</em> DMs, he knows what he likes and doesn't like and watching him run his game made me realize different things.</p><p></p><p>I became a better DM every time I spent some time watching other DM.</p><p></p><p>This is the most important factor for sure. My way of improving, which I still do today, is to always give myself one thing to do better at every session. It might be making a cool handout, trying to give more freedom to my players, or maybe integrating a rule that's I've misunderstood in the past. I'm always trying to improve. I take pride in the effort I put in DMing, and I'm actively trying to get better.</p><p></p><p></p><p>No they don't, but that's why they're valuables! You build your experience from the players you've had. And you've got no experience from the type of players you've never DMed for. There's a saying in video game development (and probably other industries) that players damn well know what doesn't work, but they don't know what the right solution is.</p><p></p><p>It's always interesting to me when I go on Reddit, and a puzzled DM describes a situation that happened with players that are clearly <em>very</em> different from my own. And it makes me ponder as to why his player are not having fun? How would I approach players like that? What's their intrinsic motivation? What are they looking for, what do they want out of the game?</p></blockquote><p></p>
[QUOTE="TheAlkaizer, post: 8387514, member: 7024893"] Before I describe the points I partially disagree with, pleasek now that I agree with 90% of what you said. This is a wonderful post! I don't agree. I enjoy Critical Role for what it is; a fun entertainment that I play on my phone when I'm doing the dishes. It's like watching theater. However, seeing someone doing it differently absolutely made me question some of my assumptions, realize that maybe there's some things I thought I did very well or very poor and that it wasn't the case. I also was spectator to several very cool moments that made me go [I]"oh, that's cool, I never thought about doing something like that"[/I]. I've seen people criticize the way Matt Colville DMs. He's not my favorite DM ever. I disagree with him on multiple things. But he knows how [I]he[/I] DMs, he knows what he likes and doesn't like and watching him run his game made me realize different things. I became a better DM every time I spent some time watching other DM. This is the most important factor for sure. My way of improving, which I still do today, is to always give myself one thing to do better at every session. It might be making a cool handout, trying to give more freedom to my players, or maybe integrating a rule that's I've misunderstood in the past. I'm always trying to improve. I take pride in the effort I put in DMing, and I'm actively trying to get better. No they don't, but that's why they're valuables! You build your experience from the players you've had. And you've got no experience from the type of players you've never DMed for. There's a saying in video game development (and probably other industries) that players damn well know what doesn't work, but they don't know what the right solution is. It's always interesting to me when I go on Reddit, and a puzzled DM describes a situation that happened with players that are clearly [I]very[/I] different from my own. And it makes me ponder as to why his player are not having fun? How would I approach players like that? What's their intrinsic motivation? What are they looking for, what do they want out of the game? [/QUOTE]
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