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General Tabletop Discussion
*Dungeons & Dragons
What are the common features of the best DMs
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<blockquote data-quote="Shiroiken" data-source="post: 7219140" data-attributes="member: 6775477"><p>I will disagree with 2 and 7. The best DMs I've ever played under used wandering monsters, both as a time constraint and to point out that the world doesn't revolve around the PCs. Traveling poses a level of chance, and the area you traverse may be occupied by creatures that are more powerful than you are otherwise capable of handling. The reverse is also true at higher levels, and it's actually quite enjoyable to send a goblin war band fleeing with a well placed fireball or two.</p><p></p><p>Best example of this was a green dragon rolled up while traveling through the forest at level 2. The DM had the dragon flying overhead, seemingly oblivious to us. We scrambled for cover, until we sighed with relief as it flew away. We noted where we were, however, and decided to come back a few levels later. We tracked it down, and fought it in it's lair. It toyed with us a bit, since it HAD noticed us, but just finished a fine meal of villagers, having no room for dessert. We eventually managed to kill it, avenging the fallen villagers, and taking its hoard to fund our next expedition.</p><p></p><p>As for the players always being right... no fricking way! Players are often wrong, and need to realize that things don't go their way just because they're the PCs. One of the worst games I played in (well, because of the DM anyway) had the players ALWAYS choose correctly, no matter how poor our logic. Not only does it become silly, but it's gets old really fast (same as in a game where you can't die or fail). For most people, success has no joy without the chance of failure.</p><p></p><p>As for the rest, I don't really know. The best DMs I played under made their world REAL, and that's what mattered most. Timing, vocals, plot weaving... those are things I haven't paid that much attention to, but I'm also the guy who reads a book because the story is interesting, not because of the "subtle nuances" and "hidden meanings" literary people like.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7219140, member: 6775477"] I will disagree with 2 and 7. The best DMs I've ever played under used wandering monsters, both as a time constraint and to point out that the world doesn't revolve around the PCs. Traveling poses a level of chance, and the area you traverse may be occupied by creatures that are more powerful than you are otherwise capable of handling. The reverse is also true at higher levels, and it's actually quite enjoyable to send a goblin war band fleeing with a well placed fireball or two. Best example of this was a green dragon rolled up while traveling through the forest at level 2. The DM had the dragon flying overhead, seemingly oblivious to us. We scrambled for cover, until we sighed with relief as it flew away. We noted where we were, however, and decided to come back a few levels later. We tracked it down, and fought it in it's lair. It toyed with us a bit, since it HAD noticed us, but just finished a fine meal of villagers, having no room for dessert. We eventually managed to kill it, avenging the fallen villagers, and taking its hoard to fund our next expedition. As for the players always being right... no fricking way! Players are often wrong, and need to realize that things don't go their way just because they're the PCs. One of the worst games I played in (well, because of the DM anyway) had the players ALWAYS choose correctly, no matter how poor our logic. Not only does it become silly, but it's gets old really fast (same as in a game where you can't die or fail). For most people, success has no joy without the chance of failure. As for the rest, I don't really know. The best DMs I played under made their world REAL, and that's what mattered most. Timing, vocals, plot weaving... those are things I haven't paid that much attention to, but I'm also the guy who reads a book because the story is interesting, not because of the "subtle nuances" and "hidden meanings" literary people like. [/QUOTE]
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