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The DM Shortage
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<blockquote data-quote="UngainlyTitan" data-source="post: 8860481" data-attributes="member: 28487"><p>First off I am not convinced that the lack of DMs is something new. It may be an artifact of the expansion of the player base due to the current surge in popularity but to my memory it is something I have head about over the years, though, perhaps not since the earlier days of 3.x.</p><p></p><p></p><p>They do, That is why we got the Hickman revolution and all that other stuff much debated here and elsewhere.</p><p></p><p>None of this makes a damn bit of difference to a lack of DMs in my opinion. </p><p>The first issue with DMing is that it is harder than playing. Nothing can really change this but it is going to stop some people wanting to do it.</p><p>The other is a form of "<a href="https://en.wikipedia.org/wiki/Impostor_syndrome" target="_blank">imposter syndrome</a>" the new DM looks at more experienced DMs or Matt Mercer and thinks my game is not as good as that and fails to recognise that those other DMS have struggled with their version of feeling not good enough and not recognise that their players may be perfectly happy with the game they are getting.</p><p></p><p>What can the DMG do to help. Well, let potential DMs know, upfront, that there are different playstyles and player types and point them at resources with further information for those that are interested.</p><p>Explain the basic play loop explicitly and give examples. I.E. the DM lays out the scene, the player stated an interaction with the scene, it may require a D20 test (and what that is) and based on the result the DM narrates an outcome.</p><p></p><p>Show different iterations of how that scene can be adjudicated and concepts like "Fail Forward".</p><p></p><p>Introduce location based play, with resource management as a challenge and alternative ways of doing location based play. Point them to the relevant chapter/resources.</p><p>Do the same with Trad-Story based play and the importance of NPCs as agents of engagement. Point them to plenty of online resources and examples.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 8860481, member: 28487"] First off I am not convinced that the lack of DMs is something new. It may be an artifact of the expansion of the player base due to the current surge in popularity but to my memory it is something I have head about over the years, though, perhaps not since the earlier days of 3.x. They do, That is why we got the Hickman revolution and all that other stuff much debated here and elsewhere. None of this makes a damn bit of difference to a lack of DMs in my opinion. The first issue with DMing is that it is harder than playing. Nothing can really change this but it is going to stop some people wanting to do it. The other is a form of "[URL='https://en.wikipedia.org/wiki/Impostor_syndrome']imposter syndrome[/URL]" the new DM looks at more experienced DMs or Matt Mercer and thinks my game is not as good as that and fails to recognise that those other DMS have struggled with their version of feeling not good enough and not recognise that their players may be perfectly happy with the game they are getting. What can the DMG do to help. Well, let potential DMs know, upfront, that there are different playstyles and player types and point them at resources with further information for those that are interested. Explain the basic play loop explicitly and give examples. I.E. the DM lays out the scene, the player stated an interaction with the scene, it may require a D20 test (and what that is) and based on the result the DM narrates an outcome. Show different iterations of how that scene can be adjudicated and concepts like "Fail Forward". Introduce location based play, with resource management as a challenge and alternative ways of doing location based play. Point them to the relevant chapter/resources. Do the same with Trad-Story based play and the importance of NPCs as agents of engagement. Point them to plenty of online resources and examples. [/QUOTE]
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