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The mentality of being a DM
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<blockquote data-quote="Scott Christian" data-source="post: 8239133" data-attributes="member: 6901101"><p>I view the job as fun. But, like most fun things, it has rules to help the fun along. These are the rules I use to help make sure it is fun, for both sides of the table:</p><p></p><ul> <li data-xf-list-type="ul">If I have a great scene in mind, it is most often built prior to the PC's making decisions. An example would be them seeing the dragon enter the cave. Once their motives and actions are involved, it is all up to impromptu and letting the dice make the decisions. (There are exceptions, such as having a small script for when a PC succeeds on their persuasion roll or when a boss creature reaches bloodied and something morphic happens.)</li> <li data-xf-list-type="ul">The dice decide. I have found this is one of the key pillars to having the player's care about their characters.</li> <li data-xf-list-type="ul">Always err on the side of the players when they are being creative (and often, even when they are not).</li> <li data-xf-list-type="ul">Make sure each PC has a chance to shine when designing scene, adventure, or campaign plot lines.</li> <li data-xf-list-type="ul">Help players help themselves. Take time after the game to talk, explain or listen.</li> <li data-xf-list-type="ul">Be prepared. This is, by far, the biggest one I have found that adds fun to both sides of the table. The other rules can often leave one side with a restricted (example: DM making a plot line that needs to include everyone) or bummed out (example: letting the dice kill the one player at the table that actually has a problem with dying) feeling. But, I have never had the experience of this rule altering any one's judgement of the session in a negative way. It is always positive. The players have a tendency to like the pace, fluidity and exactness of a well prepared DM. The DM is happy to not scrambling to find an answer, mini, map, stats, etc.</li> </ul><p></p><p>I have not read the other answers, but am looking forward to. The thing I am struggling with in this question is how everyone doesn't simply answer: The DM's job is to help facilitate fun. In the end, that is the job. And in doing so, have fun ourselves.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8239133, member: 6901101"] I view the job as fun. But, like most fun things, it has rules to help the fun along. These are the rules I use to help make sure it is fun, for both sides of the table: [LIST] [*]If I have a great scene in mind, it is most often built prior to the PC's making decisions. An example would be them seeing the dragon enter the cave. Once their motives and actions are involved, it is all up to impromptu and letting the dice make the decisions. (There are exceptions, such as having a small script for when a PC succeeds on their persuasion roll or when a boss creature reaches bloodied and something morphic happens.) [*]The dice decide. I have found this is one of the key pillars to having the player's care about their characters. [*]Always err on the side of the players when they are being creative (and often, even when they are not). [*]Make sure each PC has a chance to shine when designing scene, adventure, or campaign plot lines. [*]Help players help themselves. Take time after the game to talk, explain or listen. [*]Be prepared. This is, by far, the biggest one I have found that adds fun to both sides of the table. The other rules can often leave one side with a restricted (example: DM making a plot line that needs to include everyone) or bummed out (example: letting the dice kill the one player at the table that actually has a problem with dying) feeling. But, I have never had the experience of this rule altering any one's judgement of the session in a negative way. It is always positive. The players have a tendency to like the pace, fluidity and exactness of a well prepared DM. The DM is happy to not scrambling to find an answer, mini, map, stats, etc. [/LIST] I have not read the other answers, but am looking forward to. The thing I am struggling with in this question is how everyone doesn't simply answer: The DM's job is to help facilitate fun. In the end, that is the job. And in doing so, have fun ourselves. [/QUOTE]
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