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<blockquote data-quote="Ed Cha" data-source="post: 1021139" data-attributes="member: 10972"><p>I'd recommend using published adventures before homebrewing. At some point, you may start buying adventures just to get ideas and inspiration instead of actually running them. I probably own a hundred or more adventures, but have only ran a handful of them. </p><p></p><p>I don't think it's a matter of time to determine if someone can DM or not. Anyone can DM, but the question is: "Can you do it well?" DMing is a hard job, but with some time and experience you will get better and better. </p><p></p><p>So, what makes a good DM? The answer is simple—the ability to run a fun game session. Here are 12 key signs of a good DM:</p><p> </p><p>1. A good understanding of the rules and how to manipulate them to your own campaign. </p><p></p><p>2. The ability to improvise and be flexible with the adventure.</p><p></p><p>3. The desire to have fun with the group, not at its expense.</p><p></p><p>4. The capability to empower player characters without overpowering them. </p><p></p><p>5. Knowing the basic elements of a role-playing game. </p><p></p><p>6. Knowing when to be flexible and when to be firm.</p><p></p><p>7. Adding dramatics to the descriptions.</p><p></p><p>8. Knowing the PCs and fully utilizing NPC tactics.</p><p></p><p>9. Being innovative.</p><p></p><p>10. Keeping good track of time.</p><p> </p><p>11. Being prepared.</p><p></p><p>12. Knowing when to take a break.</p><p></p><p>These are all detailed in my company's debut product "World of Whitethorn 1A: The Hamlet of Thumble". </p><p></p><p>For more information, visit the Web site here:</p><p></p><p><a href="http://www.openworldpress.com" target="_blank">http://www.openworldpress.com</a></p><p></p><p>You may also want to check out a thread here <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=47525" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=47525</a> on EN World about DMing advice.</p></blockquote><p></p>
[QUOTE="Ed Cha, post: 1021139, member: 10972"] I'd recommend using published adventures before homebrewing. At some point, you may start buying adventures just to get ideas and inspiration instead of actually running them. I probably own a hundred or more adventures, but have only ran a handful of them. I don't think it's a matter of time to determine if someone can DM or not. Anyone can DM, but the question is: "Can you do it well?" DMing is a hard job, but with some time and experience you will get better and better. So, what makes a good DM? The answer is simple—the ability to run a fun game session. Here are 12 key signs of a good DM: 1. A good understanding of the rules and how to manipulate them to your own campaign. 2. The ability to improvise and be flexible with the adventure. 3. The desire to have fun with the group, not at its expense. 4. The capability to empower player characters without overpowering them. 5. Knowing the basic elements of a role-playing game. 6. Knowing when to be flexible and when to be firm. 7. Adding dramatics to the descriptions. 8. Knowing the PCs and fully utilizing NPC tactics. 9. Being innovative. 10. Keeping good track of time. 11. Being prepared. 12. Knowing when to take a break. These are all detailed in my company's debut product "World of Whitethorn 1A: The Hamlet of Thumble". For more information, visit the Web site here: [url]http://www.openworldpress.com[/url] You may also want to check out a thread here [url]http://enworld.cyberstreet.com/showthread.php?s=&threadid=47525[/url] on EN World about DMing advice. [/QUOTE]
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