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One Thing You Can Do to Become a Better DM
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<blockquote data-quote="Nightson" data-source="post: 5410989" data-attributes="member: 61515"><p><strong>Standard advice:</strong></p><p>1. Understand your players. You need to figure out what sort of things they like in a game, what motivates their characters, how they tend to act.</p><p></p><p>2. Build adventures organically. Work off your players motivations, work through how the situation came about before the players got there, how it would turn out if the players don't get involved, and how people are likely to react when they do.</p><p></p><p>3. Description can be your best friend or your worse enemy. At it's best it can turn a boring slugfest into an exciting clashing of blades. At it's worse it turns the room you just entered into five minutes of boredom followed by zero retention of any facts about the room. Understand how much to use depends both on how good you are at phrasing it and your players personal preferences.</p><p></p><p><strong>Unstandard advice:</strong></p><p>1. If you ever get into a rules dispute with a player, with few exceptions, let them have their way. They are usually much more attached to the outcome then you are and they don't have the power to make the call. So what if it ends up killing your cool NPC Minotaur earlier then you thought, you've got a billion NPCs. If you make a bad ruling that hurts their character, pretty much every player will remember it, most of them are mature enough to forgive it, but why make all the trouble for yourself.</p></blockquote><p></p>
[QUOTE="Nightson, post: 5410989, member: 61515"] [B]Standard advice:[/B] 1. Understand your players. You need to figure out what sort of things they like in a game, what motivates their characters, how they tend to act. 2. Build adventures organically. Work off your players motivations, work through how the situation came about before the players got there, how it would turn out if the players don't get involved, and how people are likely to react when they do. 3. Description can be your best friend or your worse enemy. At it's best it can turn a boring slugfest into an exciting clashing of blades. At it's worse it turns the room you just entered into five minutes of boredom followed by zero retention of any facts about the room. Understand how much to use depends both on how good you are at phrasing it and your players personal preferences. [B]Unstandard advice:[/B] 1. If you ever get into a rules dispute with a player, with few exceptions, let them have their way. They are usually much more attached to the outcome then you are and they don't have the power to make the call. So what if it ends up killing your cool NPC Minotaur earlier then you thought, you've got a billion NPCs. If you make a bad ruling that hurts their character, pretty much every player will remember it, most of them are mature enough to forgive it, but why make all the trouble for yourself. [/QUOTE]
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