Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The DM Should Only Talk 30% of the Time... Agree or Disagree?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="BookTenTiger" data-source="post: 8463850" data-attributes="member: 6685541"><p><em>Quick Note: I tagged this as D&D General because I specifically want to talk about running D&D games. I know that other systems have really different ways of sharing the narrative burden. Feel free to bring those other games into this discussion, but let's overall focus on running D&D.</em></p><p></p><p>I'm an elementary school teacher, and I find a lot of my teaching practice bleeds into my DM'ing. One of the things I've tried to do in my classroom is reduce the amount of time that I, as a teacher, am talking. If I can have a student revoice something, I will. If I can have a student take attendance, pass out snacks, give appreciations, read the directions, etc etc etc, I will.</p><p></p><p>This is part of a larger trend of moving teaching (especially in elementary school) away from lecture-based lessons. The general idea is that teachers used to speak 70% of the time, and the goal now is that teachers speak 30% of the time, and students speak 70% of the time. Generally.</p><p></p><p>Anyways, I've started to think about this in my D&D games.</p><p></p><p>I've started to feel uncomfortable with how much my voice as a DM dominates the table during D&D. I'm often the one explaining the rules, describing scenes, and filling the session with talk, talk, talk. However, I feel like this is the base expectation of D&D: that the DM should speak 70% of the time. After all, it is my job to describe what the characters are seeing, then describe what happens when they try different things.</p><p></p><p>I do, however, want to try speaking less. I want to try to pass that burden over to the players. I want to try to speak 30% of the time.</p><p></p><p>Here are some ideas for ways I could pass the narrative burden over to players:</p><ul> <li data-xf-list-type="ul">Have players describe the consequences of their actions in detail (for example, I say "you hit, describe the blow").</li> <li data-xf-list-type="ul">Ask players to describe inconsequential features of dungeons and towns ("Bob, tell us about this cultist statue...").</li> <li data-xf-list-type="ul">Allow players to play as NPCs in scenes their characters aren't present in ("Kathy, why don't you play as the blacksmith...")</li> </ul><p>Here are some more radical ideas:</p><ul> <li data-xf-list-type="ul">Ask players to design important NPCs, and play as those NPCs.</li> <li data-xf-list-type="ul">Ask players to design towns, then run portions of the session when characters are in town.</li> <li data-xf-list-type="ul">Ask players to create interesting descriptions for dungeons, then run the mechanics while the player describes what the dungeon looks / sounds / smells like...</li> <li data-xf-list-type="ul">Have players design random encounters, then describe those encounters when they occur...</li> <li data-xf-list-type="ul">Ask players to contribute design ideas to settings during battles, and then have their descriptions be narrative truths...</li> </ul><p>So what do you think? Is this a strange, quixotic quest with no real benefit? Is this a molehill just I'm willing to die on?</p><p></p><p>Do you think there's any benefit to a DM speaking only 30% of the time?</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8463850, member: 6685541"] [I]Quick Note: I tagged this as D&D General because I specifically want to talk about running D&D games. I know that other systems have really different ways of sharing the narrative burden. Feel free to bring those other games into this discussion, but let's overall focus on running D&D.[/I] I'm an elementary school teacher, and I find a lot of my teaching practice bleeds into my DM'ing. One of the things I've tried to do in my classroom is reduce the amount of time that I, as a teacher, am talking. If I can have a student revoice something, I will. If I can have a student take attendance, pass out snacks, give appreciations, read the directions, etc etc etc, I will. This is part of a larger trend of moving teaching (especially in elementary school) away from lecture-based lessons. The general idea is that teachers used to speak 70% of the time, and the goal now is that teachers speak 30% of the time, and students speak 70% of the time. Generally. Anyways, I've started to think about this in my D&D games. I've started to feel uncomfortable with how much my voice as a DM dominates the table during D&D. I'm often the one explaining the rules, describing scenes, and filling the session with talk, talk, talk. However, I feel like this is the base expectation of D&D: that the DM should speak 70% of the time. After all, it is my job to describe what the characters are seeing, then describe what happens when they try different things. I do, however, want to try speaking less. I want to try to pass that burden over to the players. I want to try to speak 30% of the time. Here are some ideas for ways I could pass the narrative burden over to players: [LIST] [*]Have players describe the consequences of their actions in detail (for example, I say "you hit, describe the blow"). [*]Ask players to describe inconsequential features of dungeons and towns ("Bob, tell us about this cultist statue..."). [*]Allow players to play as NPCs in scenes their characters aren't present in ("Kathy, why don't you play as the blacksmith...") [/LIST] Here are some more radical ideas: [LIST] [*]Ask players to design important NPCs, and play as those NPCs. [*]Ask players to design towns, then run portions of the session when characters are in town. [*]Ask players to create interesting descriptions for dungeons, then run the mechanics while the player describes what the dungeon looks / sounds / smells like... [*]Have players design random encounters, then describe those encounters when they occur... [*]Ask players to contribute design ideas to settings during battles, and then have their descriptions be narrative truths... [/LIST] So what do you think? Is this a strange, quixotic quest with no real benefit? Is this a molehill just I'm willing to die on? Do you think there's any benefit to a DM speaking only 30% of the time? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The DM Should Only Talk 30% of the Time... Agree or Disagree?
Top