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General Tabletop Discussion
*TTRPGs General
What Are Some Common First-time Dm Questions?
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<blockquote data-quote="Quickleaf" data-source="post: 4692902" data-attributes="member: 20323"><p>Well, there's the common sense stuff like...</p><p></p><p><em>What do we do when a player can’t make a session?</em></p><p><em>How do we handle a player needing to leave the group?</em></p><p><em>Under what circumstances can a player lose control of their hero?</em></p><p><em>Can the heroes die? What do we do if a hero dies?</em></p><p><em>How do we resolve conflicts about the game/rules?</em></p><p><em>Does the DM have sole creative power? Can players contribute? How?</em></p><p><em>What subject matter in unacceptable? When do we fade to black?</em></p><p></p><p>Let's see, a question a lot of beginning DMs ask...</p><p><em>I want to run this awesome campaign with this amazing history and super cool metaplot, but I'm overwhelmed by how much work it takes to create a setting on top of the adventure! What am I supposed to DoOOooo?</em></p><p></p><p>And another:</p><p><em>How can I change my campaign to give noncombat encounters more importance, so my players don't just blow them off?</em></p><p></p><p>Yet another question I hear a lot is: </p><p><em>How do I get my players more invested in the story?</em></p><p></p><p>The common response is:</p><p><em>Have them decide their PC's backgrounds, how they know each other, and how they're connected to the story.</em></p><p></p><p>This is often followed up by something like:</p><p><em>But my players don't really like it when I ask them these background questions about how their PCs know each other, and just want to play the game. How can I make them care?</em></p><p></p><p>The real question for me is a complex one:</p><p><em>How do I balance different play style preferences within the group?</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4692902, member: 20323"] Well, there's the common sense stuff like... [I]What do we do when a player can’t make a session? How do we handle a player needing to leave the group? Under what circumstances can a player lose control of their hero? Can the heroes die? What do we do if a hero dies? How do we resolve conflicts about the game/rules? Does the DM have sole creative power? Can players contribute? How? What subject matter in unacceptable? When do we fade to black?[/I] Let's see, a question a lot of beginning DMs ask... [I]I want to run this awesome campaign with this amazing history and super cool metaplot, but I'm overwhelmed by how much work it takes to create a setting on top of the adventure! What am I supposed to DoOOooo?[/I] And another: [I]How can I change my campaign to give noncombat encounters more importance, so my players don't just blow them off?[/I] Yet another question I hear a lot is: [I]How do I get my players more invested in the story?[/I] The common response is: [I]Have them decide their PC's backgrounds, how they know each other, and how they're connected to the story.[/I] This is often followed up by something like: [I]But my players don't really like it when I ask them these background questions about how their PCs know each other, and just want to play the game. How can I make them care?[/I] The real question for me is a complex one: [i]How do I balance different play style preferences within the group?[/i] [/QUOTE]
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