Rodney Mulraney
First Post
Not really sure if the title is correct. What I am interested in is what people think are the qualities for the being a good/great DM. This is because I am a new (a few years) DM and what to try to improve my DM'ing.
Chris Perkins; Ok, it hardly needs mentioning this guy is probably the best DM in teh world, atleast he is super highly regarded, and I agree with that sentiment.
I'm not going to name drop anyone else, but there are a ton of DMs (on youtube) that I think are absolutely amazing, and I notice certain things they tend to do.
Something interesting I notice about Chris is that he seems to change depending on his players reactions and constantly adjust things to constantly increase the player enjoyment of the game, also he is very "rules loose", it seems to me. As if rules are a minor concern and player enjoyment trumps all. Some of the DMs I regard highly do not do this, they are rules strict instead and seem uninterested in how players generally react.
DM style is not what I am concerned about here, there are lots of different DM styles and I think they are all generally equal; different people prefer different styles, but everyone can generally recognise top quality DMing.
So anyway here is a list of things, that so far, I am thinking are good qualities of great DMs;
1. Timing; the great DMs seem to have an excellent sense of timing, balancing tension and relaxation for the players.
2. No random encounters; I never see them use "random encounters", everything the party meets seems like a coherent part of the world with its own complexities and goals and flaws and well fit into the world they live in.
3. Multi-thread convergence; Ok thats a bit of a mouthful, what I mean is that the different things the player characters do or happen upon end up being related in various ways, leading to lots of "aha" moments when the party realise the connections, for instance; that kid you helped find their lost pet a while back, who kept talking about his dad, is actually the son of a BBEG or some important npc or whatnot.
4. Totally off the cusp; Ok thats a history term, basically they add in unnecessary detail about various things, people etc, that whilst might have no bearing on anything at all, nonetheless makes for a more interesting and believable world.
5. The art of short and sweet; they are aware they are not narrating a book, and keep their talking time down a bare minimal to achieve their goals.
6. Seriously smooth flow; they craft their words in such a way that the adventure has a smooth and natural flow, as opposed to being a series of disconnected blocks.
7. The player is always right; Whilst we all know DMs are always right and players generally can often make various mistakes, great DMs adjust how they word things to save face for players.
8. No time for players; ok that sounds wrong, but what I mean is that players are never left unengaged with interesting things to concern themselves with.
So what does everyone think about this list? And/or what are other features that great DMs share?
EDIT adding 9. (thanks @Shiroiken)
9. The danger is real; they maintain a real level of danger and possibility for character death/TPKs/etc keeping the players on their toes and focused on making good decisions.
EDIT2: Ok there seems to be some confusion over point 2. It was worded in a way to try to express what things looks like from a players/observers perspective. Someone else mentioned how cool it is when your players congratulate you on a well prepared and detailed adventure arc, expressing appreciation with the prep time and effort you put in. However, you just totally made that up on the fly.
So however the DM actually generated / designed that encounter, from the observers perspective it looks like a well planned, real and living part of the world, something the DM designed into the world originally, as opposed to something adhoc generated on the fly to fill some gap.
Chris Perkins; Ok, it hardly needs mentioning this guy is probably the best DM in teh world, atleast he is super highly regarded, and I agree with that sentiment.
I'm not going to name drop anyone else, but there are a ton of DMs (on youtube) that I think are absolutely amazing, and I notice certain things they tend to do.
Something interesting I notice about Chris is that he seems to change depending on his players reactions and constantly adjust things to constantly increase the player enjoyment of the game, also he is very "rules loose", it seems to me. As if rules are a minor concern and player enjoyment trumps all. Some of the DMs I regard highly do not do this, they are rules strict instead and seem uninterested in how players generally react.
DM style is not what I am concerned about here, there are lots of different DM styles and I think they are all generally equal; different people prefer different styles, but everyone can generally recognise top quality DMing.
So anyway here is a list of things, that so far, I am thinking are good qualities of great DMs;
1. Timing; the great DMs seem to have an excellent sense of timing, balancing tension and relaxation for the players.
2. No random encounters; I never see them use "random encounters", everything the party meets seems like a coherent part of the world with its own complexities and goals and flaws and well fit into the world they live in.
3. Multi-thread convergence; Ok thats a bit of a mouthful, what I mean is that the different things the player characters do or happen upon end up being related in various ways, leading to lots of "aha" moments when the party realise the connections, for instance; that kid you helped find their lost pet a while back, who kept talking about his dad, is actually the son of a BBEG or some important npc or whatnot.
4. Totally off the cusp; Ok thats a history term, basically they add in unnecessary detail about various things, people etc, that whilst might have no bearing on anything at all, nonetheless makes for a more interesting and believable world.
5. The art of short and sweet; they are aware they are not narrating a book, and keep their talking time down a bare minimal to achieve their goals.
6. Seriously smooth flow; they craft their words in such a way that the adventure has a smooth and natural flow, as opposed to being a series of disconnected blocks.
7. The player is always right; Whilst we all know DMs are always right and players generally can often make various mistakes, great DMs adjust how they word things to save face for players.
8. No time for players; ok that sounds wrong, but what I mean is that players are never left unengaged with interesting things to concern themselves with.
So what does everyone think about this list? And/or what are other features that great DMs share?
EDIT adding 9. (thanks @Shiroiken)
9. The danger is real; they maintain a real level of danger and possibility for character death/TPKs/etc keeping the players on their toes and focused on making good decisions.
EDIT2: Ok there seems to be some confusion over point 2. It was worded in a way to try to express what things looks like from a players/observers perspective. Someone else mentioned how cool it is when your players congratulate you on a well prepared and detailed adventure arc, expressing appreciation with the prep time and effort you put in. However, you just totally made that up on the fly.
So however the DM actually generated / designed that encounter, from the observers perspective it looks like a well planned, real and living part of the world, something the DM designed into the world originally, as opposed to something adhoc generated on the fly to fill some gap.
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