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[rant] My DM is taking his toys and going home!
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<blockquote data-quote="AFGNCAAP" data-source="post: 1357680" data-attributes="member: 871"><p>Honestly, I think that you already provided part of the solution--have the former DM be a player.</p><p></p><p>My girlfriend was very keen on running a game or two of her own, but it never really worked out. For one, there was a lot of poor communication form the other players. And, there was a general lack of enthusiasm overall for the games she wanted to run (one of them being the Indiana Jones RPG).</p><p></p><p>However, another key problem is that she really didn't prepare for the games ahead of time, and that hurt the flow of the game (it also didn't help trying to "sell" the players on the game).</p><p></p><p>I think that it's very important to note that, while RPGs are games, <em>they are not board games</em>. You can't just "pick up & play" an RPG like a board game--the DM has to at least be familiar with the module's material, or basically jot down enough notes & prep material to run his/her own module (essentially), & have it ready in time for the game.</p><p></p><p>True, some experienced DM's can pull off a good game via improvisation, but more often than not, the DM's run enough games beforehand (with considerable prep work) before getting comfortable enough to improv a game. essentially, they've often had enough time & practice to pull it off. Not something for a beginning DM.</p><p></p><p>It's one thing to want to run/DM a game--it's an entirely different thing to actually do it.</p><p></p><p>Now, as for a new DM, I think that the suggestion that's been offered the most is the best one--find someone in the group to take over the DMing reins. However, they'll have to be willing to invent the time & effort in running the campaign that the previous DM either couldn't or wasn't able to.</p><p></p><p>Quick question--does everyone in your group have the same rules/game style preferences (generally), or are there some pretty extreme differences in opinion between the players?</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1357680, member: 871"] Honestly, I think that you already provided part of the solution--have the former DM be a player. My girlfriend was very keen on running a game or two of her own, but it never really worked out. For one, there was a lot of poor communication form the other players. And, there was a general lack of enthusiasm overall for the games she wanted to run (one of them being the Indiana Jones RPG). However, another key problem is that she really didn't prepare for the games ahead of time, and that hurt the flow of the game (it also didn't help trying to "sell" the players on the game). I think that it's very important to note that, while RPGs are games, [I]they are not board games[/I]. You can't just "pick up & play" an RPG like a board game--the DM has to at least be familiar with the module's material, or basically jot down enough notes & prep material to run his/her own module (essentially), & have it ready in time for the game. True, some experienced DM's can pull off a good game via improvisation, but more often than not, the DM's run enough games beforehand (with considerable prep work) before getting comfortable enough to improv a game. essentially, they've often had enough time & practice to pull it off. Not something for a beginning DM. It's one thing to want to run/DM a game--it's an entirely different thing to actually do it. Now, as for a new DM, I think that the suggestion that's been offered the most is the best one--find someone in the group to take over the DMing reins. However, they'll have to be willing to invent the time & effort in running the campaign that the previous DM either couldn't or wasn't able to. Quick question--does everyone in your group have the same rules/game style preferences (generally), or are there some pretty extreme differences in opinion between the players? [/QUOTE]
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[rant] My DM is taking his toys and going home!
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