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Maybe I don't understand the problem...

Glade Riven

Adventurer
Is it bad that most of my mental responses to threads are along the lines of "but that's not a problem when I DM?" Perhaps I don't quite get it...after all, I was inducted into (pencil and paper) roleplaying with 3.5. My experiance with 2e was reading a few Dragonlance or Icewind Dale novels back in the 90s.

I've played 3e, D20 modern, weird D20 hybrids, 4e, SW: Saga. I've also played a lot of videogames...jRPGs, Elder Scrolls, Zelda, and others. When I started DMing, I looked at multiple resources, learned by my own failures, read several DMGs on the subject (& XDM).

Here's what I've learned about DMing:
1. The DM is always right, even when he is wrong
2. The DM is always right, especially when he is wrong.
3. Win if you can, lose if you must, but always cheat.
4. Use rule 0 through 3 to make sure people are having a good time.
5. If the rule book gets in the way of fun, ditch the rules
6. Know your audiance (players)
7. Use #6 to keep them involved - little things, like giving the only girl in the group a vorpal bunny because she's a Monty Python fan and likes small furry things. Sure, most of the time it does 1 dmg, but every once in a while it'll take a head off - and those times are precious.
8. Give them what they want, but don't give it to them in the way they expect.
9. Give them what they want, but make them earn it.
10. Let them do what they want, but make sure there are consiquinces for doing what they want - sometimes, very, very bad consiquinces
11. Trying to kill PC only seems to make it easier for them to survive
12. Trying not to kill PCs usually leads to death
13. Make 'em sweat. If their characters feel like they are surviving by the skin of their teeth and barely made it, you're doing your job.
14. Make sure that your players know it's okay to run away.
15. Zombies are your freinds.
16. Overplanning usually leads to running off the rails on this crazy train.
17. You can't plan for every contengency, so don't try. Players are clever little monkeys and they are trying to thwart you.
17. Underplanning can lead to disappointment for everyone, unless you're really good at bullshyste
18. Get really good at bullshyste. You're going to need it.
19. Find ways to dump off extra work on the players - stuff like "what their hometown was like" or "what is the nation where you are from" like. Make them control a squad or take control of some NPCs when their own characters are having downtime.
20. Mine their backstory for additional hooks and plot points.
21. Roll as much dice as you can at once to speed things up.
22. Encourage your players to try something crazy. It works more often than you think it would and leads to some epic moments in conflicts that would otherwise be mundane.

And there's probably more, but that's a start and my brain is tired. Oh, and all this stuff? Systemless. Like your Mom.

Okay, I don't even know what that last sentence means...
 

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Dming is an art, not a science, and all groups and DMs are different. Generalities are the only things that might help make a good game. No specific rules coverall eventualities.
 


Is it bad that most of my mental responses to threads are along the lines of "but that's not a problem when I DM?" Perhaps I don't quite get it...

It would probably be more helpful to think about why that's not a problem when you DM, so that you can share your wisdom with other DMs.
 

It would probably be more helpful to think about why that's not a problem when you DM, so that you can share your wisdom with other DMs.

Well, to be fair, 99% of the problems you find on the boards probably don't apply to your particular group. Gaming is so idiosyncratic depending on so many factors - age of the players, maturity of the players (these do not always go hand in hand), play experience, preferences and a whole bucket load of other things as well.

Because it is so hard to pin down a winning strategy to not have problems at a given table, trying to extrapolate beyond your group is even more problematic.
 

It's still a problem. You just happen to be good at fixing the problem. Wouldn't it be better if the problems didn't exist in the first place?
 




It would probably be more helpful to think about why that's not a problem when you DM, so that you can share your wisdom with other DMs.

Okay, let's tackle something specific - the egregious length of battles - first in 3e and 4e. Now, I learned to DM with a large group (8 people), which means battles can get bogged down just because it is a big group. Hence, rule #21 greatly speeds things up. I roll 6 d20s at once. I refined my combat abilities so that I take less time than some players.

As a player, I figure out what I am going to do before it comes around to my turn.

Now, if victory is largly a matter of time, I'll shorten the HP of a foe or have minions run away. If the battle is too short (which can happen) I have more minions show up who were conveniently nearby or increase the HP of a foe.

That doesn't mean that long battles don't exist - the key is to make it so that it 1. it isn't every battle and 2. the entire conflict still remains fun.

There was one Saga campaign where the party was doing a smash-&-grab instead of covert ops (like they were suppose to). After a few minor skirmishes, eventually they set off the base alarms and oh shyste now there are stormtroopers everywhere with sith commanders and someone set the frackin' rancor loose and we're pinned down...granted, sometimes the pacing can't be helped...like when the epic moment for the telekineticist Jedi drags out because the player is having poor luck on the D20 rolls to pull down the Star Destroyer (I let him spend a force point for a straight d20 vs d20 roll).

Now, if you're a rule's lawyer, you will probably hate my style of DMing - because I'll houserule for the situation (and state such) and look it up later. If it comes up again, I'll probably follow that rule - but I don't want an argument about the rules slowing down the game.
 

Into the Woods

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