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Taking turn DMing for a group that just had a really good DM
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<blockquote data-quote="Book of Vile Derp" data-source="post: 6053986" data-attributes="member: 6703080"><p>Starting after the new semester begins in January I'll be taking over DMing in my group for awhile, and I'm a bit worried about stacking up to our previous DM. I'm not a total newb, I DM'd a small campaign and two one-off sessions over the summer, and I'm pretty comfortable saying I'm a good DM. At absolute worst I'm competent. My previous DMs strengths were making a good story, being good at performance (voices and improv), and taking things that begin as cliches and making them very original. His weaknesses were mechanics, and in that vein not always letting us know important house rules ahead of time. He's also a very challenging DM, and feels like encounters are too easy if the cleric doesn't have to break out a revivify or two. </p><p></p><p>What I find to be my strengths are mechanics, (almost too much so because people that have played with me are afraid I'll essentially run a solid tactics game), decent voices and good improv, being a pretty good story crafter, and I make really good maps. My weaknesses are that I can be a bit hardheaded and I'm not always great at explaining myself in rules situations. I don't consider it a weakness, but I am a bit of an easier DM, in my mini campaign, there were only two knock outs (no deaths other than an NPC) BUT the group had no cleric. I plan to make this campaign more challenging, but I do have a "you can only be revived once" rule, the only exception being revivify. because how dead can you really get in in 6 seconds?</p><p></p><p>One of my biggest worries is not necessarily related to that, but in my group all but one other player have had a max of two other DMs, and played less than 5 games outside our current DM's campaign, so I'm afraid they won't understand a lot of DMs use the same tricks and will assume things they haven't seen before are my bad ideas and "new" things that do work are based off our current DM's good decisions. I want my quality of DMing to be kept separate from him but I know the comparisons will be there in full force. </p><p></p><p>I also have the issue of a DM that really placed no boundaries on what you could do with classes and races, but when we started we only had PHB1 and DMG. Now most all the group has loads of books and PDFs, and it's already been pointed out by one person that my limiting makes me look like a weaker DM, when they just don't understand that certain things in the game are broken or don't function well. </p><p></p><p>Can you guys offer any tips based on that, and if you need more info please ask.</p></blockquote><p></p>
[QUOTE="Book of Vile Derp, post: 6053986, member: 6703080"] Starting after the new semester begins in January I'll be taking over DMing in my group for awhile, and I'm a bit worried about stacking up to our previous DM. I'm not a total newb, I DM'd a small campaign and two one-off sessions over the summer, and I'm pretty comfortable saying I'm a good DM. At absolute worst I'm competent. My previous DMs strengths were making a good story, being good at performance (voices and improv), and taking things that begin as cliches and making them very original. His weaknesses were mechanics, and in that vein not always letting us know important house rules ahead of time. He's also a very challenging DM, and feels like encounters are too easy if the cleric doesn't have to break out a revivify or two. What I find to be my strengths are mechanics, (almost too much so because people that have played with me are afraid I'll essentially run a solid tactics game), decent voices and good improv, being a pretty good story crafter, and I make really good maps. My weaknesses are that I can be a bit hardheaded and I'm not always great at explaining myself in rules situations. I don't consider it a weakness, but I am a bit of an easier DM, in my mini campaign, there were only two knock outs (no deaths other than an NPC) BUT the group had no cleric. I plan to make this campaign more challenging, but I do have a "you can only be revived once" rule, the only exception being revivify. because how dead can you really get in in 6 seconds? One of my biggest worries is not necessarily related to that, but in my group all but one other player have had a max of two other DMs, and played less than 5 games outside our current DM's campaign, so I'm afraid they won't understand a lot of DMs use the same tricks and will assume things they haven't seen before are my bad ideas and "new" things that do work are based off our current DM's good decisions. I want my quality of DMing to be kept separate from him but I know the comparisons will be there in full force. I also have the issue of a DM that really placed no boundaries on what you could do with classes and races, but when we started we only had PHB1 and DMG. Now most all the group has loads of books and PDFs, and it's already been pointed out by one person that my limiting makes me look like a weaker DM, when they just don't understand that certain things in the game are broken or don't function well. Can you guys offer any tips based on that, and if you need more info please ask. [/QUOTE]
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