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
*TTRPGs General
The Dungeon Masters' Foundation
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="deClench" data-source="post: 1951909" data-attributes="member: 27388"><p><strong>Here I come!</strong></p><p></p><p>Great thread! To diseminate DMing experience is a positive goal in my book. As I'm fairly new at DMing, I am especially interested in learning how to do it better. I'll join into the mix.</p><p></p><p>For good and ill, I DM sporadically in my group as there are multiple DMs. It's good because it gives you break to mentally reload as a PC for a while between DMing chores and gives more leeway to the intrusion of RL. It's bad as it can damage continuity and puts pressure (perhaps imagined) from the more experienced DMs in the group.</p><p></p><p></p><p>1) I believe it was ender_wiggin that brought up the topic of the storyline of the campaign as a whole. So my question based on that is how do you find that middle ground between planning everything out to the point that PCs don't have choices and the reverse where there is no overlying theme/goal where everything is no better than a random encounter.</p><p></p><p>My tendency is tp plan everything out, but wind-up railroading PCs into actions. Somebody mentioned creating the illusion that PCs have choice and control, but how do you do this effectively as a DM? With the corollary being, how do you prepare for the PC choices that you're simply not prepared for? I want a complex environment with an appropriate level choice and interaction for my players. How? Do I have to spend a painstaking month planning out every contingency to every choice? And still maintain an overlying theme?</p><p></p><p></p><p>2) Also, I try to be experimental in my DMing to see what works and what does not. For instance, trying to actually create a scary environment which is hard to do in D&D when the big question on the PCs mind is more likely, "In what flashy way do I kill this [fill in the monster] THIS time." </p><p></p><p>One way I've toyed with is the villain encounter that the PCs cannot hope to win and better run away fast. How can you do this though and not be a killer DM? If they're not accustomed to running from battles, this is a sure way to kill at least one PC if not have a TPK.</p></blockquote><p></p>
[QUOTE="deClench, post: 1951909, member: 27388"] [b]Here I come![/b] Great thread! To diseminate DMing experience is a positive goal in my book. As I'm fairly new at DMing, I am especially interested in learning how to do it better. I'll join into the mix. For good and ill, I DM sporadically in my group as there are multiple DMs. It's good because it gives you break to mentally reload as a PC for a while between DMing chores and gives more leeway to the intrusion of RL. It's bad as it can damage continuity and puts pressure (perhaps imagined) from the more experienced DMs in the group. 1) I believe it was ender_wiggin that brought up the topic of the storyline of the campaign as a whole. So my question based on that is how do you find that middle ground between planning everything out to the point that PCs don't have choices and the reverse where there is no overlying theme/goal where everything is no better than a random encounter. My tendency is tp plan everything out, but wind-up railroading PCs into actions. Somebody mentioned creating the illusion that PCs have choice and control, but how do you do this effectively as a DM? With the corollary being, how do you prepare for the PC choices that you're simply not prepared for? I want a complex environment with an appropriate level choice and interaction for my players. How? Do I have to spend a painstaking month planning out every contingency to every choice? And still maintain an overlying theme? 2) Also, I try to be experimental in my DMing to see what works and what does not. For instance, trying to actually create a scary environment which is hard to do in D&D when the big question on the PCs mind is more likely, "In what flashy way do I kill this [fill in the monster] THIS time." One way I've toyed with is the villain encounter that the PCs cannot hope to win and better run away fast. How can you do this though and not be a killer DM? If they're not accustomed to running from battles, this is a sure way to kill at least one PC if not have a TPK. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Dungeon Masters' Foundation
Top