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My DM'ing has gotten worse over the years, not better
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<blockquote data-quote="Ulrick" data-source="post: 5592003" data-attributes="member: 775"><p><strong>Kzach:</strong> Do you ever think your problem might be with your players?</p><p></p><p></p><p>It sounds like you are studying to be a great DM. But sometimes all of that advice online and it books falls short to players who are just game-wreckers. It only takes a couple in a group to cause things to fall apart before the other player start seeking other things to do. This people do slip under the radar, especially if you don't have a well-established pool of players to draw from. However, players can also be the best form of feedback you can have as a DM. Advice outside the gaming group doesn't matter if the player's don't like what you are doing. </p><p></p><p>I've been DMing for an almost straight 22 years. And I've had maybe a half dozen campaigns last more than six months. If they make it that far, then they last about a year to a year and a half. I used to run my games with an indefinite ending, but now I schedule year-long "campaign/story arcs."</p><p></p><p>Yes, <em>Real Life</em> often intervenes. About half of these failed campaigns I've personally folded because I couldn't stand most the players. And most of them couldn't have done time management and proper if it would save their lives (when you commit to a campaign, be there at least 75% of the time). And I've left campaigns where the other players got annoying and the DM wouldn't do anything ("Yeah, sorry, but my Sunday afternoons just go full.")</p><p></p><p>My suggestion: Listen to your players, and you'll see what the real problem is.</p></blockquote><p></p>
[QUOTE="Ulrick, post: 5592003, member: 775"] [B]Kzach:[/B] Do you ever think your problem might be with your players? It sounds like you are studying to be a great DM. But sometimes all of that advice online and it books falls short to players who are just game-wreckers. It only takes a couple in a group to cause things to fall apart before the other player start seeking other things to do. This people do slip under the radar, especially if you don't have a well-established pool of players to draw from. However, players can also be the best form of feedback you can have as a DM. Advice outside the gaming group doesn't matter if the player's don't like what you are doing. I've been DMing for an almost straight 22 years. And I've had maybe a half dozen campaigns last more than six months. If they make it that far, then they last about a year to a year and a half. I used to run my games with an indefinite ending, but now I schedule year-long "campaign/story arcs." Yes, [I]Real Life[/I] often intervenes. About half of these failed campaigns I've personally folded because I couldn't stand most the players. And most of them couldn't have done time management and proper if it would save their lives (when you commit to a campaign, be there at least 75% of the time). And I've left campaigns where the other players got annoying and the DM wouldn't do anything ("Yeah, sorry, but my Sunday afternoons just go full.") My suggestion: Listen to your players, and you'll see what the real problem is. [/QUOTE]
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My DM'ing has gotten worse over the years, not better
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