My DM'ing has gotten worse over the years, not better

I was just typing up a reply to another thread when I had an epiphany about myself. Given that I'm an utterly fascinating individual, I felt the need to share this marvellous revelation with you all.

Firstly, some background.

For various and sundry reasons I've DM'd a lot. Not just a lot, but for a lot of people as well. A transient DM that can never pin down a group and not for lack of trying. I seem to put together a new group every six months or so and they last anywhere from one session to a dozen or so before something happens and the group disperses into the wilderness.

Because of this, I have constantly sought to improve myself as a DM. I've taken all sorts of advice onboard and tried all sorts of ideas for running games, building adventures, how to deal with disparate personalities, etc. Practically every single game I've run in the last fifteen years I've tried something different in order to satisfy the whims of my players. All to no avail.

It was in my last group that I realised something utterly horrible; I was an awful DM. No amount of changing and fixing and adapting would help me. For years I had operated under the assumption that I was an awesome DM. Now, it must be said, that this assumption was based on feedback from people who I DM'd for during the first half-dozen or so years of my RPG interest. I quite literally inspired people who in a million years you wouldn't expect to be into roleplaying, into buying books and becoming RPG enthusiasts. The games I ran were legendary. People always had a blast and whenever I've ran across these people from my past again, they always bring up how good those games were.

Point being, somewhere along the way, I lost my ability to DM.

This is where the realisation comes in. You see, more and more, I've been reverting back to running games how I used to, before I started trying to become some uber DM god. As I was writing out this other post, it occurred to me that all the efforts I've made to change myself as a DM, have actually made me WORSE at it, and not better. Not only have I become a worse DM, but my enjoyment of DM'ing has dwindled to the point where I've almost given up on it.

I'm not sure exactly what point I'm trying to make here, only that sometimes it can take a long time for us to realise that we've lost our way. My strength as a DM is spontaneity. Coming up with plots, characters, scenarios, magical items and story in the moment, with no preparation whatsoever. The more I prepare, the less my games seem to flow, and the less people seem to enjoy them. People get a buzz when I give them some awesome description of a magical item that does some funky thing in some really cool way. They feel special and they envisage their character as gaining something really valuable. Writing that down on a piece of card with some stats on it, simply isn't the same. Who cares if the item is balanced or not for their level? If it shoots exploding puppies and everyone gets a thrill out of it and walks away from the game with a smile on their face, then that's all that matters.

An excellent epiphany to have. Your only a "great" DM when you learn to do so from your strengths, not how other people tell you to DM. You also need to use a system that allows you to DM from your strengths, which is another large reason why I gave up 3E and decided against 4E. Too much to remember, too much to prep, too many notes to read from. So I went to a game where I found the rules easy to remember, and have been having a blast again ever since.

Oh, and another thing you touch on. Yes, run your games like you did when you were young, Forget about balance (not completely, but don't let it rule you) and let your players get those uber cool items, fight those scary and legendary creatures, etc... Its where the wonder, and therefore the fun, is all at.

Its why I love the 1E DMG random magic item tables. and I think why Gary didn't worry about level, balance, etc... I think he already knew when they were written where the "magic" was.

I think that is also why the random encounter tables aren't "balanced" either. Sure, you could stand and fight, but you can also realize its time to run. Running away successfully can be a story of legend as well.
 

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I had a similar epiphany some years back. I had been the sole DM for a few years and each campaign kept trying to "up" my game by introducing more nuance and more refined stories. I left the country for a few weeks and a different player stepped up and DM'd a mini campaign for six or so sessions. I got to play the last two and noticed that the players were loving it seemingly more than anything I produced.

The first session it bugged me. The second session I tried to figure out what it was and how it could be that I was enjoying it too. It turned out, he focused on the fundamentals better than I had been. Adventures were obvious and straight forward. Every moment of the session we felt like we were progressing forward and achieving things. If someone was evil, they oozed evil and we hated them. If something was treasure, it glimmered and gleamed.

What I learned was not that things have to be obvious, but they have to feel rewarding. I put too much emphasis on nuance and subtlety. Most players don't show up to marvel at your nuance, but rather to accomplish things through cooperation with their friends. When I recognized that, I changed my nuance and it resonated with the players. Nothing rejuvenates your DMing mojo quite like having players light up with excitement.
 



People get a buzz when I give them some awesome description of a magical item that does some funky thing in some really cool way. They feel special and they envisage their character as gaining something really valuable. Writing that down on a piece of card with some stats on it, simply isn't the same. Who cares if the item is balanced or not for their level? If it shoots exploding puppies and everyone gets a thrill out of it and walks away from the game with a smile on their face, then that's all that matters.

Things should be quirky, wild, weird, wonderful and magical! Items that just are balanced pluses automatically added up for you by a computer program, checkboxes in a pre-planned numeric progress curve maximizing optimized utilization... Well, they fit better in a Dilbert cubicle world than in a fantastic fantasy realm.
 

The first session it bugged me. The second session I tried to figure out what it was and how it could be that I was enjoying it too. It turned out, he focused on the fundamentals better than I had been. Adventures were obvious and straight forward. Every moment of the session we felt like we were progressing forward and achieving things. If someone was evil, they oozed evil and we hated them. If something was treasure, it glimmered and gleamed.
A lesson I'm coming to learn as well. It's a very specific type of player who enjoys shades of grey more than plain-old black and white, and a very lucky DM who has enough of that type of player at the table to run a campaign in that fashion.
 

My GMing has ups and downs, but I think I've slightly improved over time. I do agree experience is not necessarily an asset here; a spontaneous new GM can be better than an old fox doing things he's always done.

My experiences of what games my players enjoy is that the more improvised the game is, the more the players enjoy it. The more scripted, the less enjoyable. Yet I continue to prepare, to make scripts. Is this stupid? Well, maybe... but it does give me a feeling of control, of far-reaching plots and continuity. And my completely freeform campaigns often loose speed and direction, so a certain degree of direction seems to be needed in the long run.


Below is an attempt to put my thinking into text. Of course, i don't always manage to live up to this.

For the campaign: Have a final goal, but be flexible about how it is to be achieved.

For the season: Have some plot developments that you want to include, but don't pick exact points in the plot to introduce them.

At the game table: Improvise as much as possible. Try not to get to bogged down in the adventure as written. Introduce challenges, but don't shoehorn solutions.
 
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Another thing that I've noticed; as you grow older you know what you like and become less inclined to experiment. This applies to players as well as GMs. Sadly, this means that gamers I shared common ground with ten or twenty years ago might not be in my ballpark any more. Our gaming styles and preferences have diverged. This does not make either of us better or worse, compared to how we were or to each other. It just means that we have refined our tastes.

I can see how such a change could rob you of your confidence as a gamer (player or GM); suddenly your friends are no longer appreciating your style or you no longer feel that you fit in their game. This is a real problem if your gaming circle is small or closed. But it is not a problem of skill or ability; is an issue of changing tastes.
 

What I learned was not that things have to be obvious, but they have to feel rewarding. I put too much emphasis on nuance and subtlety. Most players don't show up to marvel at your nuance, but rather to accomplish things through cooperation with their friends.

Yes, that's a valuable insight. Even if you have one or two players who appreciate nuance and subtlety, the other four may be sitting there lost and just rolling dice. IMO choice is a very good thing, but the players have to know enough to make the options meaningful. Clarity - obviousness - is the bedrock for meaningful choice & rewarding play IMO.
 

Yes, that's a valuable insight. Even if you have one or two players who appreciate nuance and subtlety, the other four may be sitting there lost and just rolling dice. IMO choice is a very good thing, but the players have to know enough to make the options meaningful. Clarity - obviousness - is the bedrock for meaningful choice & rewarding play IMO.

It is VERY easy as a GM to make your plot overcomplicated. A lesson that is hard to learn and one of the reasons I use so much pre-prepared adventures.
 

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