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
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
In Your Experience: How Good are GM's?
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="Dykstrav" data-source="post: 5312819" data-attributes="member: 40522"><p>I believe that most DMs that I've played with are simply mediocre, not necessarily "bad." In some ways, I'm glad for the bad DMs though--they've shown me several pitfalls to avoid and reminded me that the game is supposed to be fun.</p><p></p><p>To break it down, the DMs that I have played under would fall into the following four categories (with their approximate distributions in my experience):</p><p></p><p><strong>Good </strong>(10-15% or so) The DM understands how narrative structure works, characters and settings are plausible and interesting, the DM understands how the rules work and doesn't modify of fudge rules without thoroughly examining the issue and discussing it with the players. The game is engaging and challenging, and the DM must constantly turn away new players that want to join because the group is getting too big.</p><p></p><p><strong>Passable</strong> (20-30% or so) The DM can run a prepared adventure well and they understand the basics of narrative structure. They take the time to design their own settings, character, and "crunch," but it's hit and miss. Some is good and some isn't. The game goes on, suffers some player turnover, but finding new players usually isn't tough either.</p><p></p><p><strong>Mediocre</strong> (50% or so) The DM struggles to run an adventure, either because they don't have a solid grasp of how the game works or because they don't understand narrative structure or character motivations. Railroading is common. Such DMs probably don't design their own material, or if they do, it's not very good. Such DMs may have been "forced" into the position to keep the game going or because they can't find a game to play in themselves. Turnover can be high until a core nucleus of players commit, it's usually a struggle to find new players that want to join.</p><p></p><p>As a note, most DMs seem to begin as mediocre DMs. However, those who are willing to pay attention to player desires and pick up tips and tricks from other DMs can quickly become passable or even good DMs.</p><p></p><p><strong>Bad</strong> (20% or so) These DMs either just don't get it, or they have abrasive or confrontational personalities. It's rare that a bad DM doesn't understand the game or elements of storytelling--usually, a bad DM has personality issues or a my-way-or-the-highway attitude towards control. Some bad DMs believe that it's their job to "win" the game, taking pleasure in shooting down player ideas or simply making sure that the characters fail when he wants them to. Player turnover is very high under bad DMs, most players catch wise to a bad DM very quickly and won't tolerate their personal issues. Finding new players is difficult for the group. Many groups under bad DMs fall apart after the players get a chance to see other DMs in action.</p><p></p><p></p><p></p><p>Words to live by, sir. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> We all have room for improvement. Fortunately, the things that make a game good are usually easy to improve with practice and honest feedback from your players.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5312819, member: 40522"] I believe that most DMs that I've played with are simply mediocre, not necessarily "bad." In some ways, I'm glad for the bad DMs though--they've shown me several pitfalls to avoid and reminded me that the game is supposed to be fun. To break it down, the DMs that I have played under would fall into the following four categories (with their approximate distributions in my experience): [B]Good [/B](10-15% or so) The DM understands how narrative structure works, characters and settings are plausible and interesting, the DM understands how the rules work and doesn't modify of fudge rules without thoroughly examining the issue and discussing it with the players. The game is engaging and challenging, and the DM must constantly turn away new players that want to join because the group is getting too big. [B]Passable[/B] (20-30% or so) The DM can run a prepared adventure well and they understand the basics of narrative structure. They take the time to design their own settings, character, and "crunch," but it's hit and miss. Some is good and some isn't. The game goes on, suffers some player turnover, but finding new players usually isn't tough either. [B]Mediocre[/B] (50% or so) The DM struggles to run an adventure, either because they don't have a solid grasp of how the game works or because they don't understand narrative structure or character motivations. Railroading is common. Such DMs probably don't design their own material, or if they do, it's not very good. Such DMs may have been "forced" into the position to keep the game going or because they can't find a game to play in themselves. Turnover can be high until a core nucleus of players commit, it's usually a struggle to find new players that want to join. As a note, most DMs seem to begin as mediocre DMs. However, those who are willing to pay attention to player desires and pick up tips and tricks from other DMs can quickly become passable or even good DMs. [B]Bad[/B] (20% or so) These DMs either just don't get it, or they have abrasive or confrontational personalities. It's rare that a bad DM doesn't understand the game or elements of storytelling--usually, a bad DM has personality issues or a my-way-or-the-highway attitude towards control. Some bad DMs believe that it's their job to "win" the game, taking pleasure in shooting down player ideas or simply making sure that the characters fail when he wants them to. Player turnover is very high under bad DMs, most players catch wise to a bad DM very quickly and won't tolerate their personal issues. Finding new players is difficult for the group. Many groups under bad DMs fall apart after the players get a chance to see other DMs in action. Words to live by, sir. :) We all have room for improvement. Fortunately, the things that make a game good are usually easy to improve with practice and honest feedback from your players. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
In Your Experience: How Good are GM's?
Top