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General Tabletop Discussion
*Pathfinder & Starfinder
Some things I've learned as a journeyman Dungeon Master.
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<blockquote data-quote="Elf Witch" data-source="post: 6072198" data-attributes="member: 9037"><p>The thing I have found that make me a better DM is first of all to listen to my players and find out what they want from the game. And then do my best to weave it into the game world. I actually learned this from DMs who don't do that and leave you feeling that your PC is not really important. </p><p></p><p>Another thing is the rules should never get in the way of the fun of the game. I have changed rules for certain situations tweaked prestige classes traded out class abilities to make the character concept work. Rules are necessary but being a slave to them limits your ability to really run a game that players rave about. </p><p></p><p></p><p>Knowing your players is also important. Knowing what they like and want out of gaming. For example a good DM for me would know that I don't care about power or kicking butt the best, I like role playing opportunities a chance to interact with the NPCs of the world. I have a player that lives for tactical situations and being a hero so I strive to give him that challenge. My players are not Borg so I treat them differently I have players who want a no holds no saves let the dice kill me if that is what they roll and I give them that I have others who hate that with a passion so instead of forcing one to play the way the other plays I treat them differently at the table. </p><p></p><p>I consider myself more than just a referee that sounds incredibly boring to me. I see myself as the wizard behind the curtain I bring the world to the players. So yes I have been know to manipulate my players. Not by giving them no choice like railroading but knowing what buttons to push. Like I said I have one player who likes playing paladins. clerics heroes who do the right thing and protect the innocent. I use that by putting innocents in danger. When dealing with a greedy player I lure them with promises of great treasure. I give them a reason to want to follow my plot hooks based on what they like. </p><p></p><p>I view myself as a world builder but the PCs are the story tellers it is their story and their actions shape and change the world. I may have an idea of what the bad guys are going to do if they are not stopped but I never have a plan that the PCs have to follow the important thing to remember is that they should be the ones making the decisions of where to go next. I work hard to balance the story being about them without giving them plot impunity. </p><p></p><p> I may be playing NPCs whose job it is to stop the PCs but I am on their side I want them to win so I try very hard to avoid any DM/PC conflict. I get attached to some of my NPCs and give certain ones backgrounds and make them memorable. I have found that makes the world and the people in more alive for my players. They end up caring about the NPCs as much as I do. But I never allow that attachment to make them into DMPCs I keep in mind that it is not their story. They are guest stars.</p></blockquote><p></p>
[QUOTE="Elf Witch, post: 6072198, member: 9037"] The thing I have found that make me a better DM is first of all to listen to my players and find out what they want from the game. And then do my best to weave it into the game world. I actually learned this from DMs who don't do that and leave you feeling that your PC is not really important. Another thing is the rules should never get in the way of the fun of the game. I have changed rules for certain situations tweaked prestige classes traded out class abilities to make the character concept work. Rules are necessary but being a slave to them limits your ability to really run a game that players rave about. Knowing your players is also important. Knowing what they like and want out of gaming. For example a good DM for me would know that I don't care about power or kicking butt the best, I like role playing opportunities a chance to interact with the NPCs of the world. I have a player that lives for tactical situations and being a hero so I strive to give him that challenge. My players are not Borg so I treat them differently I have players who want a no holds no saves let the dice kill me if that is what they roll and I give them that I have others who hate that with a passion so instead of forcing one to play the way the other plays I treat them differently at the table. I consider myself more than just a referee that sounds incredibly boring to me. I see myself as the wizard behind the curtain I bring the world to the players. So yes I have been know to manipulate my players. Not by giving them no choice like railroading but knowing what buttons to push. Like I said I have one player who likes playing paladins. clerics heroes who do the right thing and protect the innocent. I use that by putting innocents in danger. When dealing with a greedy player I lure them with promises of great treasure. I give them a reason to want to follow my plot hooks based on what they like. I view myself as a world builder but the PCs are the story tellers it is their story and their actions shape and change the world. I may have an idea of what the bad guys are going to do if they are not stopped but I never have a plan that the PCs have to follow the important thing to remember is that they should be the ones making the decisions of where to go next. I work hard to balance the story being about them without giving them plot impunity. I may be playing NPCs whose job it is to stop the PCs but I am on their side I want them to win so I try very hard to avoid any DM/PC conflict. I get attached to some of my NPCs and give certain ones backgrounds and make them memorable. I have found that makes the world and the people in more alive for my players. They end up caring about the NPCs as much as I do. But I never allow that attachment to make them into DMPCs I keep in mind that it is not their story. They are guest stars. [/QUOTE]
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