Ted Sandyman
First Post
Player base matters. I run one-on-one D&D games for my son, who's just shy of 5 years old, pretty frequently. They're railroady, somewhat nonsensical, with lots of off the cuff improvisation, and a high degree of willingness to listen to what he wants and make adjustments at any moment. I also run games for groups of friends roughly my age--30 something, more or less. In those games, I aim for a consistent, sensible world, where situations make sense and players can figure out what's going on or how to pursue their goals, and where they face tough choices. In those games, I'm not very inclined to cheapen the players' experience by handing them what they want on a silver platter.
CP speaks the truth! I also vary my style a great deal depending on who my players are.
That being said, there is a spectrum of styles between referee and director of course. With my men-with-beards group all dice rolls are open and no punches are pulled, but I use the very director-aligned technique of "narrative initiative" (if the players aren't seizing the day by making choices that NPCs have to react to, then the villains begin to move their own agendas forward and the players are the ones who have to struggle to foil their plans). Random charts can play a big part in establishing a middle ground that is best tailored to your group too. Maybe, as a director, I decide that the pace at the table is too slow and it's time for something significant to happen. Will it be an opportunity or a threat? I'll toss a die to decide. From there I may make a roll on an encounter table to select just what the boon or danger is.
Bullgrit, are you still running games these days?
Has your approach to DMing shifted since running B1 for the boys?