What are your strengths as a DM/GM?


log in or register to remove this ad

I make combat as sick as I can. Every hero who's ever ran through one of my worlds has pulled at least one arm off of one Orc or goblin in his lifetime, and probably has to empty blood out of their boots every time they get to a town. (I love '80s schlock.)

Also, I can get them scared of a dark room with nothing inside it. I've had dungeons that were just completely empty, and let me tell you something, when nobody's powers to detect anything works, the players get really nervous.
 

Killing pcs. I've fudged rolls occasionally to keep them alive. I always feel terrible when a pc dies, unless the player has done something terribly foolish.
 

Prep - I do not run a game unless I am well prepared. That does not mean there is no improvisation, quite the opposite. However, I have encounters built, maps ready, and story hooks ready.

Scenery/figures - I own tons of scenery and painted miniatures. I own every dwarven forge set - multiples of most - and every mold made by Hirst Arts. It's a part of the game I really enjoy. With a dedicated gaming room (owned by a friend) I can quickly build up the scenery for an encounter in a couple of minutes. Plus, being able to store all of this stuff outside of my house has probably saved my marriage! It makes for a very visual game, which my players enjoy. I under stand this would not be a positive for some groups.

Props - Aside from scenery and figures, I make a lot of props. Scraps of vellum scrolls, maps, messages, coins, if there is something in the adventure that lends itself to a tangible representation I try to create one.

Treat Everyone with Respect - If someone does not fit our group I talk with them directly. I try to keep the group inclusive and open and gravitate to players with play-styles that match my strength.
 

Remove ads

Top