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*TTRPGs General
My DM'ing has gotten worse over the years, not better
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<blockquote data-quote="I'm A Banana" data-source="post: 5591935" data-attributes="member: 2067"><p>DMing is a leadership position -- confidence is a prerequisite. If you're experimenting and trying new things all the time, and people are bowing out, and you're not feeling as confident, you're not going to be as good at DMing, because no one is going to have that trust in you. </p><p></p><p></p><p></p><p>I'm a pretty improv-heavy DM, too. </p><p></p><p>Flow is key, and most people have a pretty intuitive grasp of how to engage their group (description, spontaneity, tone of voice, whatever). It's easy to loose yourself in rules minutae when the upthrust is that it doesn't matter too much. The rules are there to prop you up as a DM, to make sure you are supported, to give you a place to turn to when the brain-well runs momentarily dry. If you're good at on-the-fly DMing, you just need to have the rules there to be impartial, and to give you a seed to run with. </p><p></p><p></p><p></p><p>Something I've been doing for treasure for my games that has worked out really really awesomely:</p><p></p><p>First, give everyone the Inherent Bonuses. That way, you don't ever have to give out any items of any sort.</p><p></p><p>Then, randomly whip up some item. I do it by rolling on the old 2e Encyclopedia Magica (2e items had some great items!), but there's web programs that'll pop out a name for ya. Just let your imagination run wild. It doesn't matter if it's actually awesome, or just interesting, or just "vendor trash." Level-appropriate doesn't so much factor into it (it doesn't have to give ANY bonuses to damage, attacks, or defenses, but it can). </p><p></p><p>You could even do this during play if you're quick about it. </p><p></p><p>I love the freedom granted to you by not having to carefully pick and choose what exact items there are.</p><p></p><p>I'd do similarly for encounters, but it's a lot of work to generate solid encounters, so those wind up more planned out, much to my annoyance. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5591935, member: 2067"] DMing is a leadership position -- confidence is a prerequisite. If you're experimenting and trying new things all the time, and people are bowing out, and you're not feeling as confident, you're not going to be as good at DMing, because no one is going to have that trust in you. I'm a pretty improv-heavy DM, too. Flow is key, and most people have a pretty intuitive grasp of how to engage their group (description, spontaneity, tone of voice, whatever). It's easy to loose yourself in rules minutae when the upthrust is that it doesn't matter too much. The rules are there to prop you up as a DM, to make sure you are supported, to give you a place to turn to when the brain-well runs momentarily dry. If you're good at on-the-fly DMing, you just need to have the rules there to be impartial, and to give you a seed to run with. Something I've been doing for treasure for my games that has worked out really really awesomely: First, give everyone the Inherent Bonuses. That way, you don't ever have to give out any items of any sort. Then, randomly whip up some item. I do it by rolling on the old 2e Encyclopedia Magica (2e items had some great items!), but there's web programs that'll pop out a name for ya. Just let your imagination run wild. It doesn't matter if it's actually awesome, or just interesting, or just "vendor trash." Level-appropriate doesn't so much factor into it (it doesn't have to give ANY bonuses to damage, attacks, or defenses, but it can). You could even do this during play if you're quick about it. I love the freedom granted to you by not having to carefully pick and choose what exact items there are. I'd do similarly for encounters, but it's a lot of work to generate solid encounters, so those wind up more planned out, much to my annoyance. ;) [/QUOTE]
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