DungeonKeeperUK
First Post
I've been DMing for about 20 years now (ouch is it that long!) and I think you'll find DMing adn being a good story teller all comes with experience. I think that fact you are asking about this adn show an interest in developing you skills shows that you are willing to look at different ways of unning games and well thast a great start...
How I usually run my games is to first of all sit and create teh characters with the players, developing their history with them and all the time looking at posibilities for their future too adn how they might be linked with other players.
Once I have the players and their backgrounds sorted, I look at how they would fit into my world and the kind of adventure said players would embark upon, why they are all together (Its been a while since "You all meet at the Inn... off to adventure..
) what would push them to go adventuring.
I then plan world events that might be happening, wars, slavery, political intigue, huge mushroom men with stabby sticks, whatever it is I have that running in my head the whole time. The world events continue whatever teh PC's decide to do.
They may very well know about the evil rising to the north despoiling and moving thier way south.... but it s up to them what they want to do, they may just decide to head down a dungeon adn get a bit gold.
At times the world events will impede upon what they are doing and they will innevitably get involved to a certain extent in what is happening, but mainly I try to run the adventure to their needs..
Now this comes to the planning, something I find very important, I have the benefit of a few years under my belt so I have a shed full of adventures, sub-plots, side line, hidden trails.. etc that I can plug into the campaign should the party head off at a tangent.
So to summise I would consider the 3 key elements to DMing (in my style anyway) are planning, adabtability, foresight and knowledge of your players... no the 4 key elements to Dming are planning, adabtability, foresight, knowledge of your players and the ability to think on your feet.... (I think you get the point.. and thank you Monty Python)
But being able to hold the players with a tale, fighten them when needed, sadden then adn fill them with joy as players adn within their characters is something I always try to take from a game.... just generally to have a damn good time..
I'll go now, think I've bored you enough, adn well done to have read this far..
How I usually run my games is to first of all sit and create teh characters with the players, developing their history with them and all the time looking at posibilities for their future too adn how they might be linked with other players.
Once I have the players and their backgrounds sorted, I look at how they would fit into my world and the kind of adventure said players would embark upon, why they are all together (Its been a while since "You all meet at the Inn... off to adventure..

I then plan world events that might be happening, wars, slavery, political intigue, huge mushroom men with stabby sticks, whatever it is I have that running in my head the whole time. The world events continue whatever teh PC's decide to do.
They may very well know about the evil rising to the north despoiling and moving thier way south.... but it s up to them what they want to do, they may just decide to head down a dungeon adn get a bit gold.
At times the world events will impede upon what they are doing and they will innevitably get involved to a certain extent in what is happening, but mainly I try to run the adventure to their needs..
Now this comes to the planning, something I find very important, I have the benefit of a few years under my belt so I have a shed full of adventures, sub-plots, side line, hidden trails.. etc that I can plug into the campaign should the party head off at a tangent.
So to summise I would consider the 3 key elements to DMing (in my style anyway) are planning, adabtability, foresight and knowledge of your players... no the 4 key elements to Dming are planning, adabtability, foresight, knowledge of your players and the ability to think on your feet.... (I think you get the point.. and thank you Monty Python)
But being able to hold the players with a tale, fighten them when needed, sadden then adn fill them with joy as players adn within their characters is something I always try to take from a game.... just generally to have a damn good time..
I'll go now, think I've bored you enough, adn well done to have read this far..
