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<blockquote data-quote="TheSword" data-source="post: 9357274" data-attributes="member: 6879661"><p>DMs need to be inspired first and foremost. We have to create some that they want to read and that makes them want to run. The reason my players are so good is that they invariably say ‘run whatever you want to run most’. I then give them a few choices or suggestions and usually say ‘that sounds cool, or I’d be really interested in that, but run what you want.’ </p><p></p><p>A published product can be really inspirational. I see a lot of adventures simply stick a simple dungeon crawl in. Which if dungeons are your thing is great but if it isn’t potential DMs hit a brick wall. The balance has to be struck between enough information that makes them feel supported but not so little information that the adventure looks sparse or uninspiring.</p><p></p><p>The best way to learn, is to try and fail. Then reflect on what didn’t work and what did. Use what you experienced come up with its changes and then get to try again. In my opinion this should be talked about more. Firstly that it is ok to get things wrong and make mistakes. Secondly that it is ok to change things if you or the players think it will be better.</p><p></p><p>Last point. It is really important that DMs also be players in other campaigns. You need to experience a game from the other side of the DM screen from time to time in order see what it feels like to be on the receiving end. Doesn’t have to be all the time or for a long time. Seeing what other DMs do that you like or don’t is great and live stream helps but there is no substitute for being in the player seat. Not least because it’s better to learn from other peoples mistakes than your own.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9357274, member: 6879661"] DMs need to be inspired first and foremost. We have to create some that they want to read and that makes them want to run. The reason my players are so good is that they invariably say ‘run whatever you want to run most’. I then give them a few choices or suggestions and usually say ‘that sounds cool, or I’d be really interested in that, but run what you want.’ A published product can be really inspirational. I see a lot of adventures simply stick a simple dungeon crawl in. Which if dungeons are your thing is great but if it isn’t potential DMs hit a brick wall. The balance has to be struck between enough information that makes them feel supported but not so little information that the adventure looks sparse or uninspiring. The best way to learn, is to try and fail. Then reflect on what didn’t work and what did. Use what you experienced come up with its changes and then get to try again. In my opinion this should be talked about more. Firstly that it is ok to get things wrong and make mistakes. Secondly that it is ok to change things if you or the players think it will be better. Last point. It is really important that DMs also be players in other campaigns. You need to experience a game from the other side of the DM screen from time to time in order see what it feels like to be on the receiving end. Doesn’t have to be all the time or for a long time. Seeing what other DMs do that you like or don’t is great and live stream helps but there is no substitute for being in the player seat. Not least because it’s better to learn from other peoples mistakes than your own. [/QUOTE]
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