Just how Bad R DMs?

As much as it pains me to admit, I've been guilty of most of these throughout my DM career. I take solace in the fact that 90% of all DMs out there suffer from many of these problems as well, but most eventually mature and grow out of them. Please note I said "most". And even the best DM has a bad session from time to time where things weren't quite as prepped as they could've been. Sadly, the perfect DM hasn't been born....or even been tempered by experience.
 

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I am usually a #1, sometimes (unfortunately) a #3, and have visited the others occasionally. The big one I have been guilty of is that of being an adversarial "DM vs. Player" DM. I have recently shifted my focus, but that perhaps is the subject of another post
 

OOO! I love bashing bad DMs!!

15) I know the rules, have created a good, fun adventure, and can DM very well, but 90% of my interaction will be with my best friend or two, and you other people: please roll your dice on a piece of felt so I can find it easier to ignore you.

Aaaaaa. THAT felt gooooooood! :)

Tony M
 
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The Illiterate DM - This DM will be gung ho on running games, but the minute they get behind the screen you quickly notice how little they actually know the rules.

The Exhausted DM - I had a DM once who was in really poor health (pretty heavy) who just couldn't hold it together after about 2 or more hours. He was a good DM, but after only a short time began the sweating, shortness of breath, memory lapses, etc. We eventually convinced him to stop running the game and take a more passive player position, but it wasn't easy.

The Procrastinating DM - This is one of the more frustrating forms of DM's I've found. The games run hot and cold usually starting off really well and then turning haphazard. Some games will be cancelled at the last minute and others will be stopped short. Depending on how fun the games are when the DM has planned this DM can be acceptable, but I've seen some try to tough through rather than turn players away.
 

I, too, am wondering what kind of GM you are aiming for.

I fall under the Storyteller category, but the story is a highly flexible one that is influenced by the players at least as much as by the players. I

kill PCs, but never on whim.

Sometimes I wing things on purpose, but more often I have to wing it because my players suddenly veer in a direction I didn't anticipate (this is a very freewheeling group!). Ask them about the adventure where the spent the entire session on one sentence in my four page adventure outline...

So if these are the points that make a bad GM, what makes a good one? One who follows all the rules to the letter with absolutely no house rules? One who provides battleboards for each minor scuffle?
 

Oh, almost forgot one of the worst.

The Cheating Powergamer DM - Easily one of the worst DM's I've played under. This one purposefully misinterprets rules to allow for exceptionally overpowered PC's, but only for those players who they favor (normally a spouse or best friend). When it comes to rolls they never hurt their favorites and often over compensate by capriciously damaging the rest of the party. Rolls don't matter and changes in DC are sometimes spotted as different for different characters (it's a situational bonus, really).
 

Wombat said:
I, too, am wondering what kind of GM you are aiming for.

I fall under the Storyteller category, but the story is a highly flexible one that is influenced by the players at least as much as by the players. I kill PCs, but never on whim.

Sometimes I wing things on purpose, but more often I have to wing it because my players suddenly veer in a direction I didn't anticipate (this is a very freewheeling group!). Ask them about the adventure where the spent the entire session on one sentence in my four page adventure outline...

I think this thread is about avoiding extremes. Sure, I do some of the things listed here as "bad" qualities, but I hope not to such an extent that it detracts from the player's enjoyment of the game. Like in most things, finding a balance is best.

Also, I think one thing bad quality that has been implied in most of these posts is lack of communication. Style aside, if the DM can't tell his players aren't having fun or just isn't listening to them when they say it explicitly, he isn't doing his job as a DM.
 

eris404 said:
I think this thread is about avoiding extremes. Sure, I do some of the things listed here as "bad" qualities, but I hope not to such an extent that it detracts from the player's enjoyment of the game. Like in most things, finding a balance is best.

Also, I think one thing bad quality that has been implied in most of these posts is lack of communication. Style aside, if the DM can't tell his players aren't having fun or just isn't listening to them when they say it explicitly, he isn't doing his job as a DM.

You know, I now feel embarassed for my previous post -- I sounded far too snarky. Please accept my apologies on that count.

You are correct; the via media is the way to go. The extremes get us in trouble.

All I know is that my players actively look forward to the games; that brings joy to my heart.
 

Oh! Oh! Oh! Me! Me! Me!

Storyteller:
I have a story, and I'm going to tell it. You can come willingly, or I can drag you through it kicking and screaming. I keep an absolute stranglehold on the movements of the PC's. I don't have to deal with deviation because I make deviation impossible. I really loved Super Mario Brothers.

Santa Claus: I gave a level 12 sorceror's level 10 planar champion cohort a +5 keen holy shocking blessed greatsword, because I actually rolled it in the treasure table. Had I a modicum of common sense, I would have rerolled the item. I also bought my mommy $200 worth of video games for Mother's Day.

Indian Giver: I allow the PC's all forms of leeway (sp?) in character creation. I let one PC have all the ogre mage spell-like abilities because it fit his character. I then proceeded to construct every encounter so as to obviate each of those abilities.

Procrastinator: I am never ready. Never, never, never. You wouldn't believe how much is statted out just before the game (and sometimes during).

PS: I'm working through these issues right now...

 
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eris404 said:
Also, I think one thing bad quality that has been implied in most of these posts is lack of communication. Style aside, if the DM can't tell his players aren't having fun or just isn't listening to them when they say it explicitly, he isn't doing his job as a DM.
What? You mean the point of being DM is to help the players have fun? What an absurd idea. I thought the DM was the elite position where you could torture all the players. The players only put up with it because they know that if they survive the initiation process, they can become a DM themselves.
 

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