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<blockquote data-quote="TheSword" data-source="post: 8386160" data-attributes="member: 6879661"><p>I think the traits of a good DM are a similar to the traits of a good people Manager.</p><ul> <li data-xf-list-type="ul">Be a good coach. Help the players to do things they didn’t think they could by challenging, supporting and setting good examples.</li> <li data-xf-list-type="ul">Empowering the players and not micromanaging. Giving them the tools and then letting them come to their own decisions.</li> <li data-xf-list-type="ul">Expressing interest in players’ success and personal goals.</li> <li data-xf-list-type="ul">Be very game-orientated. Passionate about the game and keep the focus on the game.</li> <li data-xf-list-type="ul">Be a good communicator – listen and share information</li> <li data-xf-list-type="ul">Help the players with character decelopment</li> <li data-xf-list-type="ul">Have a clear vision for the game world the players have access to. The DM must bring that to light in a way that makes sense.</li> <li data-xf-list-type="ul">Have the important rules knowledge that help adjudicate the game.</li> </ul><p>I think creativity is useful, but I know a couple of acceptable DMs and who could be amazing DMs if they were more willing to included pre-published work.</p><p></p><p>I think a reputation for transparency is useful, but it doesn’t mean you have to share everything. Not every roll needs to be open and I could care less about an occasional fudged dice, or nudged hp/AC.</p><p>/damage roll. It doesn’t make you a great or terrible DM.</p><p></p><p>Things that would make someone a lousy DM in my opinion.</p><ul> <li data-xf-list-type="ul">Micromanaging the party’s path - otherwise known as excessive railroading.</li> <li data-xf-list-type="ul">Taking on unrealistic expectations and therefore burning out.</li> <li data-xf-list-type="ul">Unprofessional or behavior that makes people feel uncomfortable at the table.</li> <li data-xf-list-type="ul">Poor communication or an inability to express yourself or vision of the game.</li> <li data-xf-list-type="ul">Demanding authority… “because I’m the DM” is not a good answer to a question. (Not the same as a DM setting their conditions of DMing out)</li> <li data-xf-list-type="ul">Unprepared. This for me is the single biggest sin. If you’re not ready to run, don’t run. I don’t want a half-arsed effort at an advanture.</li> <li data-xf-list-type="ul">Unapproachable or doesn’t listen to players input or suggestions.</li> <li data-xf-list-type="ul">Treating the game as their personal story rather than the players story. Vanity or overprotectiveness over characters or places. Exemplified by the dreaded DMPC snowflake.</li> </ul><p>Funny enough these are also the negative traits of bad people managers. I don’t find it a coincidence that good managers of people and good coaches make good DMs and my best DM was also a very proficient Head Teacher.</p></blockquote><p></p>
[QUOTE="TheSword, post: 8386160, member: 6879661"] I think the traits of a good DM are a similar to the traits of a good people Manager. [LIST] [*]Be a good coach. Help the players to do things they didn’t think they could by challenging, supporting and setting good examples. [*]Empowering the players and not micromanaging. Giving them the tools and then letting them come to their own decisions. [*]Expressing interest in players’ success and personal goals. [*]Be very game-orientated. Passionate about the game and keep the focus on the game. [*]Be a good communicator – listen and share information [*]Help the players with character decelopment [*]Have a clear vision for the game world the players have access to. The DM must bring that to light in a way that makes sense. [*]Have the important rules knowledge that help adjudicate the game. [/LIST] I think creativity is useful, but I know a couple of acceptable DMs and who could be amazing DMs if they were more willing to included pre-published work. I think a reputation for transparency is useful, but it doesn’t mean you have to share everything. Not every roll needs to be open and I could care less about an occasional fudged dice, or nudged hp/AC. /damage roll. It doesn’t make you a great or terrible DM. Things that would make someone a lousy DM in my opinion. [LIST] [*]Micromanaging the party’s path - otherwise known as excessive railroading. [*]Taking on unrealistic expectations and therefore burning out. [*]Unprofessional or behavior that makes people feel uncomfortable at the table. [*]Poor communication or an inability to express yourself or vision of the game. [*]Demanding authority… “because I’m the DM” is not a good answer to a question. (Not the same as a DM setting their conditions of DMing out) [*]Unprepared. This for me is the single biggest sin. If you’re not ready to run, don’t run. I don’t want a half-arsed effort at an advanture. [*]Unapproachable or doesn’t listen to players input or suggestions. [*]Treating the game as their personal story rather than the players story. Vanity or overprotectiveness over characters or places. Exemplified by the dreaded DMPC snowflake. [/LIST] Funny enough these are also the negative traits of bad people managers. I don’t find it a coincidence that good managers of people and good coaches make good DMs and my best DM was also a very proficient Head Teacher. [/QUOTE]
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