• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Signs of a Good DM

*) Be flexible enough with the rules to allow crazy fun stunts when described well by the players that encourages fun.

*) Be firm enough to not only say no to a player, but also give a valid reason why not when someone is obviously stretching things to far.

*) Be consistent with your rulings.

*) Allow the players to uses thier special features often enough to make the class choice relavent while not turning combats into a cakewalk.
 

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Would never answer a player's question with "Because I say so, and I'm the DM" but would have the acceptance and respect of all the players if he did.
 

Sadly, I can't give XP to Umbran again at the moment, either.

We had a GM years ago whose personal hygiene was nonexistent and whose BO was probably deadlier than the opponents we encountered - but gods, could he stir up a great game! We never failed to enjoy ourselves - even when things were turning to custard for the team, it was a great adventure.
 

In addition to some of the other points above, I think a good DM observes his players' behavior and actively solicits feedback on their likes and dislikes. Flexibility is then necessary so you can put what you learn into action.
 

Into the Woods

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