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Taking turn DMing for a group that just had a really good DM
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<blockquote data-quote="delericho" data-source="post: 6055113" data-attributes="member: 22424"><p>Taking over from someone who was good at the job is always a difficult prospect. Comparisons are almost inevitable, and the new guy has to compete not just with the reality of the old guy but also any nostalgia that may exist.</p><p></p><p>My recommendation is to take steps, early and often, to make it clear that <em>your</em> game is not <em>his</em> game. So, I would recommend making some clear differences. Use a different setting. Use a different level range. Allow different sets of books. Run the game in a different style. That way, you get to avoid comparisons (somewhat) - he did <em>that</em> thing, and it was good; you're doing <em>this</em> thing, and that's also good.</p><p></p><p>A couple of specific things...</p><p></p><p></p><p></p><p>That's good. Focus on your strengths, minimise your weaknesses.</p><p></p><p></p><p></p><p>Actually, I would recommend against this. My recommendation would be to just allow healing as standard. Worst-case scenario, it makes your game that little bit easier... but you can correct that easy enough by just using tougher monsters if you wish.</p><p></p><p></p><p></p><p>Your player is wrong.</p><p></p><p>Fortunately, your player has <em>also</em> given you a very useful opportunity. Stick to your guns. This does three things:</p><p></p><p>1) It prevents whatever abuse it is you were wanting to avoid.</p><p></p><p>2) It makes a clear distinction between your game and what has gone before.</p><p></p><p>3) Far from showing you to be a weaker DM, it actually allows you to show your strength as a DM - there's been a challenge, and you've handled it clearly.</p><p></p><p>(That said, I do recommend looking at the things you've banned and whether they're <em>really</em> problematic. In general, my recommended position is to "say yes" unless there is a good reason. But, of course, once you have that good reason - either due to a mechanical imbalance or simply for flavour reasons - then by all means stick to it.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6055113, member: 22424"] Taking over from someone who was good at the job is always a difficult prospect. Comparisons are almost inevitable, and the new guy has to compete not just with the reality of the old guy but also any nostalgia that may exist. My recommendation is to take steps, early and often, to make it clear that [i]your[/i] game is not [i]his[/i] game. So, I would recommend making some clear differences. Use a different setting. Use a different level range. Allow different sets of books. Run the game in a different style. That way, you get to avoid comparisons (somewhat) - he did [i]that[/i] thing, and it was good; you're doing [i]this[/i] thing, and that's also good. A couple of specific things... That's good. Focus on your strengths, minimise your weaknesses. Actually, I would recommend against this. My recommendation would be to just allow healing as standard. Worst-case scenario, it makes your game that little bit easier... but you can correct that easy enough by just using tougher monsters if you wish. Your player is wrong. Fortunately, your player has [i]also[/i] given you a very useful opportunity. Stick to your guns. This does three things: 1) It prevents whatever abuse it is you were wanting to avoid. 2) It makes a clear distinction between your game and what has gone before. 3) Far from showing you to be a weaker DM, it actually allows you to show your strength as a DM - there's been a challenge, and you've handled it clearly. (That said, I do recommend looking at the things you've banned and whether they're [i]really[/i] problematic. In general, my recommended position is to "say yes" unless there is a good reason. But, of course, once you have that good reason - either due to a mechanical imbalance or simply for flavour reasons - then by all means stick to it.) [/QUOTE]
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