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<blockquote data-quote="perrinmiller" data-source="post: 5750559" data-attributes="member: 88649"><p><strong>DM Workshop #9: DM Responsibilities</strong></p><p></p><p><strong><u>DM Workshop #9: DM Responsibilities</u></strong></p><p></p><p>There are a few things that are expected of a DM, beyond just setting up an adventure. There is a lot of preparation and hard work that goes into it, but that is not where the DM's responsibility ends.</p><p></p><p>The DM has to be aware of and take ownership of the following:</p><p><strong>1. The player's gaming experience.</strong> The players are interested in having fun. If the adventure is not set up to facilitate this, the DM is failing in their job. There are some things that just do not work in the PbP environment. And there are some things not all players are capable of doing. So occasionally a DM needs to get feedback and look at things from the players perspective to ensure things are going well. It doesn't hurt to ask OOC what the characters like and what they think needs improving. It is their game too. :wink: </p><p></p><p>Some things to avoid:</p><p></p><ul> <li data-xf-list-type="ul"> Encounters that drag on too long, beyond 6-8 rounds while the players have to chase down the cowardly foes.</li> <li data-xf-list-type="ul"> Repetitive Encounters, fighting the same thing again and again.</li> <li data-xf-list-type="ul"> Giving the bad guys, OOC insight into the player's characters and their capabilities.</li> <li data-xf-list-type="ul"> Allowing creatures with low intelligence to make intelligent decisions, essentially not acting in character.</li> <li data-xf-list-type="ul"> Not responding to the player's role-playing within character.</li> <li data-xf-list-type="ul"> Ignoring the player's creativity and just force them into your plan for things.</li> <li data-xf-list-type="ul"> Moving things along before the players are ready.</li> </ul><p></p><p>The DM needs to remember the characters are the protagonists of the story. They need to have opportunities individually and as a group to shine, where they can show off what makes them special. They need to feel like they are more than just rolling dice and following along. They want the game to be interactive.</p><p></p><p><strong>2. Being fair and impartial. </strong> The DM is the Judge, and as such needs to police himself to ensure he is not bending the rules for his own gain. The experience is not a us versus the DM, but more of a cooperative experience. The idea is for the players to win, therefore the DM controlled forces need to lose. But as things are difficult and challenging, the DM needs to be aware of how things will look from the player's point of view. Particularly when determining the opposition's tactics. When the dice start going against the player's it is good to have some OOC communication to explain what is going in terms of game mechanics. Particularly when the IC writing is just describing the results of dice rolls in terms of the bad guys actions and motivations.</p><p></p><p>When planning the opposition's tactics consider these ideas:</p><p></p><ul> <li data-xf-list-type="ul"> Random targeting, best used when the monsters/bad guys are not so intelligent.</li> <li data-xf-list-type="ul"> Document generic tactics and plans when designing the encounter.</li> <li data-xf-list-type="ul"> Sometimes the bad guys make mistakes, particularly if they are not aware of what the player characters are capable of.</li> <li data-xf-list-type="ul"> The DM should consider the opposition in character and try to make their decisions on what the realistically know.</li> </ul><p></p><p><strong>3. The game's tempo.</strong> How fast the game moves is determined by the DM and most likely the player that posts the least. The DM needs to ensure the game moves forward at the appropriate times. Some situations need to be moved along faster than others. However, there are times when the players want to sit back and smell the roses, interacting and bantering between themselves. Generally a DM can figure out after awhile how often the individual players post and things will develop a pattern. But if the DM slows things down, the players tend to reciprocate with slower response times as well. It is best to establish the intended posting frequency in the beginning and communicate this so everyone knows.</p><p></p><p>_________________________________</p><p></p><p><strong>Etiquette:</strong></p><p>There are certain courtesies that should be observed in PbP games. The DM needs to establish them and help ensure the players observe them as well. When players address NPC's or ask questions, this needs to be followed-up, even if the result is nothing. No one likes to feel ignored or that people are not reading their posts.</p><p></p><p>When in combat, things are generally pretty structured and players take turns. But this should also be somewhat the case in freely role-playing as well. Successful games generally have the players all participating equally for the most part. It is accepted practice that a player should not post twice in a row under normal circumstances.</p><p></p><p>Carrying that further, in short periods of time, people should not repeatedly post either, without allowing ample time for the other players to react to the posts. The DM controls this by determining when results are posted and NPCs respond.</p></blockquote><p></p>
[QUOTE="perrinmiller, post: 5750559, member: 88649"] [b]DM Workshop #9: DM Responsibilities[/b] [B][U]DM Workshop #9: DM Responsibilities[/U][/B] There are a few things that are expected of a DM, beyond just setting up an adventure. There is a lot of preparation and hard work that goes into it, but that is not where the DM's responsibility ends. The DM has to be aware of and take ownership of the following: [B]1. The player's gaming experience.[/B] The players are interested in having fun. If the adventure is not set up to facilitate this, the DM is failing in their job. There are some things that just do not work in the PbP environment. And there are some things not all players are capable of doing. So occasionally a DM needs to get feedback and look at things from the players perspective to ensure things are going well. It doesn't hurt to ask OOC what the characters like and what they think needs improving. It is their game too. :wink: Some things to avoid: [LIST] [*] Encounters that drag on too long, beyond 6-8 rounds while the players have to chase down the cowardly foes. [*] Repetitive Encounters, fighting the same thing again and again. [*] Giving the bad guys, OOC insight into the player's characters and their capabilities. [*] Allowing creatures with low intelligence to make intelligent decisions, essentially not acting in character. [*] Not responding to the player's role-playing within character. [*] Ignoring the player's creativity and just force them into your plan for things. [*] Moving things along before the players are ready. [/LIST] The DM needs to remember the characters are the protagonists of the story. They need to have opportunities individually and as a group to shine, where they can show off what makes them special. They need to feel like they are more than just rolling dice and following along. They want the game to be interactive. [B]2. Being fair and impartial. [/B] The DM is the Judge, and as such needs to police himself to ensure he is not bending the rules for his own gain. The experience is not a us versus the DM, but more of a cooperative experience. The idea is for the players to win, therefore the DM controlled forces need to lose. But as things are difficult and challenging, the DM needs to be aware of how things will look from the player's point of view. Particularly when determining the opposition's tactics. When the dice start going against the player's it is good to have some OOC communication to explain what is going in terms of game mechanics. Particularly when the IC writing is just describing the results of dice rolls in terms of the bad guys actions and motivations. When planning the opposition's tactics consider these ideas: [LIST] [*] Random targeting, best used when the monsters/bad guys are not so intelligent. [*] Document generic tactics and plans when designing the encounter. [*] Sometimes the bad guys make mistakes, particularly if they are not aware of what the player characters are capable of. [*] The DM should consider the opposition in character and try to make their decisions on what the realistically know. [/LIST] [B]3. The game's tempo.[/B] How fast the game moves is determined by the DM and most likely the player that posts the least. The DM needs to ensure the game moves forward at the appropriate times. Some situations need to be moved along faster than others. However, there are times when the players want to sit back and smell the roses, interacting and bantering between themselves. Generally a DM can figure out after awhile how often the individual players post and things will develop a pattern. But if the DM slows things down, the players tend to reciprocate with slower response times as well. It is best to establish the intended posting frequency in the beginning and communicate this so everyone knows. _________________________________ [B]Etiquette:[/B] There are certain courtesies that should be observed in PbP games. The DM needs to establish them and help ensure the players observe them as well. When players address NPC's or ask questions, this needs to be followed-up, even if the result is nothing. No one likes to feel ignored or that people are not reading their posts. When in combat, things are generally pretty structured and players take turns. But this should also be somewhat the case in freely role-playing as well. Successful games generally have the players all participating equally for the most part. It is accepted practice that a player should not post twice in a row under normal circumstances. Carrying that further, in short periods of time, people should not repeatedly post either, without allowing ample time for the other players to react to the posts. The DM controls this by determining when results are posted and NPCs respond. [/QUOTE]
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