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The Dungeon Masters' Foundation Mk.II
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<blockquote data-quote="Dyne" data-source="post: 1971501" data-attributes="member: 27202"><p>I'm gonna start with that I am fairly new to DMing, but I am very familiar with these problems. I've been DMing for almost 2 years now, and I encountered some of the same problems as you when I began.</p><p></p><p>First off, make sure you talk to the Players about any and all concerns you might have. DM-to-Player communication is the solution is the problem to most any DM-to-Player problem. You may be able to work something out with them.</p><p></p><p>It sounds like your Players are trying to be back-seat-drivers of the game. Since they seem compelled to run the game themselves, you might try letting people take turns behind the screen. I'm not sure how experienced the others are as far as DMing goes, but Players often misunderstand the difficulties of DMing, including preparation time and the ability to actually run a game session well. And if your Players see how crummy some of the others are at DMing, they might respect you as DM more.</p><p></p><p>1. In-game repercussions for out-of-game behavior should be done very rarely, if at all. If there's a problem out-of-game, it's best to handle it out-of-game. So, this might not be the best idea, and could add more tension.</p><p>2. I'm not sure of the purpose of this. If your group likes and is more familiar with the 2E monsters, you might just use those monsters, and adjust them a little to fit with 3E.</p><p>3. Be careful how you say this. You don't want to come across as a dictator of the game. You could explain to your Players that they need to just trust your judgment as DM, to do their jobs as Players and to let you do your job as DM. You could explain to them that this would be best to avoid tension in the game.</p><p>4. Not sure what you mean with this. If it regards arguments at the table, perhaps this may be best for your group. You could explain to them that there should not be arguing at the table, to prevent tension and to keep the game moving. Then again, there are some groups that prefer to discuss things with the rules on the spot. If it's out-right challenging your decisions as DM, they shouldn't ever be doing that.</p><p></p><p>Again, you might allow your Players to try out their DMing skills every once in a while. Or, you might get them more involved in the adventures, letting them control some of the NPC's. It might be interesting for the Players to be controlling the PC's <em>and</em> the group of orcs that they are fighting. That is, unless your group will blame each other for what damage an NPC they control inflicts to their character.</p><p></p><p>In short, tell them to knock off all the crap. It's a game, and it needs to be fun. Tell them that they are making things unfun for you and probably each other.</p></blockquote><p></p>
[QUOTE="Dyne, post: 1971501, member: 27202"] I'm gonna start with that I am fairly new to DMing, but I am very familiar with these problems. I've been DMing for almost 2 years now, and I encountered some of the same problems as you when I began. First off, make sure you talk to the Players about any and all concerns you might have. DM-to-Player communication is the solution is the problem to most any DM-to-Player problem. You may be able to work something out with them. It sounds like your Players are trying to be back-seat-drivers of the game. Since they seem compelled to run the game themselves, you might try letting people take turns behind the screen. I'm not sure how experienced the others are as far as DMing goes, but Players often misunderstand the difficulties of DMing, including preparation time and the ability to actually run a game session well. And if your Players see how crummy some of the others are at DMing, they might respect you as DM more. 1. In-game repercussions for out-of-game behavior should be done very rarely, if at all. If there's a problem out-of-game, it's best to handle it out-of-game. So, this might not be the best idea, and could add more tension. 2. I'm not sure of the purpose of this. If your group likes and is more familiar with the 2E monsters, you might just use those monsters, and adjust them a little to fit with 3E. 3. Be careful how you say this. You don't want to come across as a dictator of the game. You could explain to your Players that they need to just trust your judgment as DM, to do their jobs as Players and to let you do your job as DM. You could explain to them that this would be best to avoid tension in the game. 4. Not sure what you mean with this. If it regards arguments at the table, perhaps this may be best for your group. You could explain to them that there should not be arguing at the table, to prevent tension and to keep the game moving. Then again, there are some groups that prefer to discuss things with the rules on the spot. If it's out-right challenging your decisions as DM, they shouldn't ever be doing that. Again, you might allow your Players to try out their DMing skills every once in a while. Or, you might get them more involved in the adventures, letting them control some of the NPC's. It might be interesting for the Players to be controlling the PC's [i]and[/i] the group of orcs that they are fighting. That is, unless your group will blame each other for what damage an NPC they control inflicts to their character. In short, tell them to knock off all the crap. It's a game, and it needs to be fun. Tell them that they are making things unfun for you and probably each other. [/QUOTE]
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