Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
I'm hearing rumblings...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="SableWyvern" data-source="post: 145661" data-attributes="member: 1008"><p>I have the advantage as DM in my current campaign of being the only person with a reasonable understanding of the rules.</p><p></p><p>In previous campaigns, however, where I was using systems known well by all, I have rarely found rules-lawyering to be a problem. As DM, I consider it my responsibility to know the rules well.</p><p></p><p>If another player points out a possible mistake on my behalf, and they are correct, I will normally know right away that they are correct. If they are wrong, I will normally know that as well, and why I am right. So the issue is solved in a few seconds.</p><p></p><p>On the occasion where I am unsure, I am generally happy to quickly look up the rule and move on.</p><p></p><p>Currently, given we are all relatively new to 3e, it is generally me who will stop the session to check a rule, if that is required. As the campaign progresses, though this is becoming less and less frequent, as my rules-knowledge increases.</p><p></p><p>There are a few simple steps to ensuring a smooth-flowing game:</p><p></p><p>1. The DM has a responsibility to learn the rules. He doesn't have to know everything immediately, but should do his best to learn as quickly as possible.</p><p></p><p>2. The DM must be seen to be fair. IOW, he must gain the trust of the players.</p><p></p><p>3. When the result of an action is not of dramatic importance, the DM should be able to make an arbitrary ruling when he considers too much time has been taken up searching for the "correct" ruling.</p><p></p><p>4. When the DM makes such a ruling, it should be accepted and the game should move on. After the session, the DM should find the correct ruling, decide how to implement it in future, and explain to the group his decision before the next session. </p><p></p><p>The important issues are that the DM gains the trust of the players through fair and consistent behaviour, and that the players are more interested in having fun than "winning".</p><p></p><p>Probably the very first step is to point out how things are going to work, before the campaign begins. I always start my first session of a campaign making it clear to the players what is expected of them and myself - dice-rolling conventions, alternate rules in use, how grievances will be dealt with, how missing players will be dealt with etc...</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 145661, member: 1008"] I have the advantage as DM in my current campaign of being the only person with a reasonable understanding of the rules. In previous campaigns, however, where I was using systems known well by all, I have rarely found rules-lawyering to be a problem. As DM, I consider it my responsibility to know the rules well. If another player points out a possible mistake on my behalf, and they are correct, I will normally know right away that they are correct. If they are wrong, I will normally know that as well, and why I am right. So the issue is solved in a few seconds. On the occasion where I am unsure, I am generally happy to quickly look up the rule and move on. Currently, given we are all relatively new to 3e, it is generally me who will stop the session to check a rule, if that is required. As the campaign progresses, though this is becoming less and less frequent, as my rules-knowledge increases. There are a few simple steps to ensuring a smooth-flowing game: 1. The DM has a responsibility to learn the rules. He doesn't have to know everything immediately, but should do his best to learn as quickly as possible. 2. The DM must be seen to be fair. IOW, he must gain the trust of the players. 3. When the result of an action is not of dramatic importance, the DM should be able to make an arbitrary ruling when he considers too much time has been taken up searching for the "correct" ruling. 4. When the DM makes such a ruling, it should be accepted and the game should move on. After the session, the DM should find the correct ruling, decide how to implement it in future, and explain to the group his decision before the next session. The important issues are that the DM gains the trust of the players through fair and consistent behaviour, and that the players are more interested in having fun than "winning". Probably the very first step is to point out how things are going to work, before the campaign begins. I always start my first session of a campaign making it clear to the players what is expected of them and myself - dice-rolling conventions, alternate rules in use, how grievances will be dealt with, how missing players will be dealt with etc... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
I'm hearing rumblings...
Top