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The mentality of being a DM
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<blockquote data-quote="Stalker0" data-source="post: 8238769" data-attributes="member: 5889"><p>DM of 16 years. I define the job as "Ensure all players feel cool and special". If you do that, everyone will enjoy the game. Doesn't mean every moment of the game everyone has to feel on top, but they should get that feeling regularly.</p><p></p><p>One thing I have noted with the benefit of hindsight and a long time running games. As I reminisce with my old players from many campaigns past, in general I note that people don't recall the individual plots very much. Now they may remember the "grand plan" or the "villain's master plan", but a lot of adventure to adventure stuff they forget over time. But the key character moments, when a player does something amazing, or something terrible, or something hilarious....those are what players tend to remember long term.</p><p></p><p>Its also framed my view on character death. If you are more honest with your dice rolling, and players have a sense of "real stakes", then their moments of triumph will be more felt, and they will remember those moments years later. Now that means that you are also going to have more deaths, but veteran players learn to move on to new characters and new concepts, and fall in love with them all over again. So its better to have bigger stakes that generate key moments of triumph, than to keep everyone safe and reduce that moment of triumph. I didn't use to feel that way, I use to feel more protective of the characters, especially against "lame deaths", but I have changed my view over time.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8238769, member: 5889"] DM of 16 years. I define the job as "Ensure all players feel cool and special". If you do that, everyone will enjoy the game. Doesn't mean every moment of the game everyone has to feel on top, but they should get that feeling regularly. One thing I have noted with the benefit of hindsight and a long time running games. As I reminisce with my old players from many campaigns past, in general I note that people don't recall the individual plots very much. Now they may remember the "grand plan" or the "villain's master plan", but a lot of adventure to adventure stuff they forget over time. But the key character moments, when a player does something amazing, or something terrible, or something hilarious....those are what players tend to remember long term. Its also framed my view on character death. If you are more honest with your dice rolling, and players have a sense of "real stakes", then their moments of triumph will be more felt, and they will remember those moments years later. Now that means that you are also going to have more deaths, but veteran players learn to move on to new characters and new concepts, and fall in love with them all over again. So its better to have bigger stakes that generate key moments of triumph, than to keep everyone safe and reduce that moment of triumph. I didn't use to feel that way, I use to feel more protective of the characters, especially against "lame deaths", but I have changed my view over time. [/QUOTE]
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