Turanil
First Post
Well, I agree that I do not improvise everything. That's true that I have a pretty good idea of the general campaign plot, and the sort of things that should happen during the game.
Now, my own weakness as a DM lies in challenging the players. Usually, their PCs win most combats and do not much suffer. Until recently I carefully wrote down all the stat blocks; just a session or two I began to notice that improvising some monsters stats, adding magic items to a npc on the fly, would in fact help me tailor the encounter. However, it's where I feel the more shame: I cannot but think that it's like cheating (for example, I always roll NPCs' attacks, saves, etc. in front of the players). Much more cheating in fact, than when a player who has just rolled a bad number pretends he has not yet rolled and loudly declares: "Now it's my turn! See: I roll!..." (it happens all the time!
).
On the other hand, to improvise maps and buildings much helps me contain the adventure or part of the adventure within the time allowed for our gaming session. In addition, improvising let the players come up with great ideas. For example I have a player who loves to try to guess what's happening, what the enemies are really planning, etc. I often uses what he says to implement my improvisations, and thereafter the players is happy because he had correctly understood what was going on... (Hope he will never read that anyway...)
Now, my own weakness as a DM lies in challenging the players. Usually, their PCs win most combats and do not much suffer. Until recently I carefully wrote down all the stat blocks; just a session or two I began to notice that improvising some monsters stats, adding magic items to a npc on the fly, would in fact help me tailor the encounter. However, it's where I feel the more shame: I cannot but think that it's like cheating (for example, I always roll NPCs' attacks, saves, etc. in front of the players). Much more cheating in fact, than when a player who has just rolled a bad number pretends he has not yet rolled and loudly declares: "Now it's my turn! See: I roll!..." (it happens all the time!

On the other hand, to improvise maps and buildings much helps me contain the adventure or part of the adventure within the time allowed for our gaming session. In addition, improvising let the players come up with great ideas. For example I have a player who loves to try to guess what's happening, what the enemies are really planning, etc. I often uses what he says to implement my improvisations, and thereafter the players is happy because he had correctly understood what was going on... (Hope he will never read that anyway...)
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