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<blockquote data-quote="LokiDR" data-source="post: 332692" data-attributes="member: 6239"><p>Some pretty good advice. You might also look at <a href="http://www.montecook.com/arch_dmonly12.html" target="_blank">http://www.montecook.com/arch_dmonly12.html</a> for Monte Cook's opinion.</p><p></p><p>The only part I take issue with is your first piece of advice.</p><p></p><p></p><p></p><p>Rule 0 has a very important role in the game, but it is also a loaded gun. A DM who is just starting out has a good chance getting a little drunk on power. I know you mention that you should think of your players, but the first thing you say is "The DM is always right".</p><p></p><p>I think this would be better written as something like the following:</p><p></p><p>1. Know the rules</p><p>When you are running the exciting final battle of the lord of evil and you have to flip through the book, it just breaks the whole fun of the situation. If you studied up on the rules and still forgot, try to fake it as best you can. If you are wrong, oops, you'll live. It is just a game, after all. Once you have a good understanding of the rules you can change them and have a good idea of what that change will do. If the rules shift to making clerics better at mass destruction, the wizard who really wanted to be destructive with fireball will feel kinda stupid.</p><p></p><p>Ok, not the best writing I have done, but I hope you get the idea. Changing the rules, inadvertantly, spur of the moment, or without experience is not something I would suggest.</p></blockquote><p></p>
[QUOTE="LokiDR, post: 332692, member: 6239"] Some pretty good advice. You might also look at [url]http://www.montecook.com/arch_dmonly12.html[/url] for Monte Cook's opinion. The only part I take issue with is your first piece of advice. Rule 0 has a very important role in the game, but it is also a loaded gun. A DM who is just starting out has a good chance getting a little drunk on power. I know you mention that you should think of your players, but the first thing you say is "The DM is always right". I think this would be better written as something like the following: 1. Know the rules When you are running the exciting final battle of the lord of evil and you have to flip through the book, it just breaks the whole fun of the situation. If you studied up on the rules and still forgot, try to fake it as best you can. If you are wrong, oops, you'll live. It is just a game, after all. Once you have a good understanding of the rules you can change them and have a good idea of what that change will do. If the rules shift to making clerics better at mass destruction, the wizard who really wanted to be destructive with fireball will feel kinda stupid. Ok, not the best writing I have done, but I hope you get the idea. Changing the rules, inadvertantly, spur of the moment, or without experience is not something I would suggest. [/QUOTE]
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