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General Tabletop Discussion
*Dungeons & Dragons
The Best Advice for New DMs I Can Give
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<blockquote data-quote="Ruin Explorer" data-source="post: 9507224" data-attributes="member: 18"><p>Yeah this is really good advice. I definitely felt this when I started writing my own adventures, but I was raised in a very pro-art environment (my mum was an illustrator), so had already got the message that you can get better, you can get more skilled, you can achieve your vision, if you put the time and effort in, but it won't be perfect immediately - or necessarily any time soon.</p><p></p><p>My advice to DMs would be to also remain open-minded and self-critical about your own DMing, and to know you can always improve, even once you get good. Because just as we have some DMs who quit early on, because they wrote a mediocre adventure or the like, we also get DMs who just assume they're great, and never learn, nor improve, nor question their own DMing, which can lead to them being perpetually mediocre or worse as DMs.</p><p></p><p>Also I'd always advise DMs to think hard about why and when they're calling for rolls. DMs I play with these days, in their thirties and forties are typically pretty solid and have long since stopped doing anything petty or annoying or adversarial, but a problem I do see a lot of DMs struggle with, not just D&D ones, but it is worst with long-time 3.XE/PF1 DMs, which is just calling for way too many rolls in games designed around the DM only calling for "necessary" rolls (which includes 5E). It's very important to consider the specific game and when it expects rolls to be called, not to call for a roll at every conceivable opportunity, especially in binary pass/fail systems.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9507224, member: 18"] Yeah this is really good advice. I definitely felt this when I started writing my own adventures, but I was raised in a very pro-art environment (my mum was an illustrator), so had already got the message that you can get better, you can get more skilled, you can achieve your vision, if you put the time and effort in, but it won't be perfect immediately - or necessarily any time soon. My advice to DMs would be to also remain open-minded and self-critical about your own DMing, and to know you can always improve, even once you get good. Because just as we have some DMs who quit early on, because they wrote a mediocre adventure or the like, we also get DMs who just assume they're great, and never learn, nor improve, nor question their own DMing, which can lead to them being perpetually mediocre or worse as DMs. Also I'd always advise DMs to think hard about why and when they're calling for rolls. DMs I play with these days, in their thirties and forties are typically pretty solid and have long since stopped doing anything petty or annoying or adversarial, but a problem I do see a lot of DMs struggle with, not just D&D ones, but it is worst with long-time 3.XE/PF1 DMs, which is just calling for way too many rolls in games designed around the DM only calling for "necessary" rolls (which includes 5E). It's very important to consider the specific game and when it expects rolls to be called, not to call for a roll at every conceivable opportunity, especially in binary pass/fail systems. [/QUOTE]
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The Best Advice for New DMs I Can Give
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