What are your strengths as a DM?

Strengths: None, but I'm working on it.

Weaknesses: Many, but I'm working on it.

Unique Traits: I never explain anything*.

Greg

* plot-related, of course. I write the backstory, the characters adventure about willy-nilly, weird things happen which make sense in context of the story behind the scenes. For example: in a modern game, the characters interact with an NPC, later he's seen in the shower wearing a silver and gold braided torc, not normally visible beneath his clothes. If the PCs had followed up on it, they could've learned its origin and unraveled a huge tapestry of subplot.
That was years ago and they still ask me about it occasionally. Mum's the word; I might use that plot hook again.
 

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I know the rules really well, so I can keep the powergamers under control.
I'm good at tactics for the NPCs.

Other than that, I'm not sure.

The players all seem to enjoy the game, so I must be doing something right.

Geoff.
 



I think my good points are:

developing balanced house rules that everyone likes ;)

Foreshadowing

"believable" Campaign world creation

Several disparate plot lines on the go

seamlessly integrating purchased adventures into my world.


Mind you, you might get a very different assessment if any of my players were here to comment!

Actually, there is only one strength that I can be sure of - my players have a good time, and are always eager for the next game. I can't be happier than that.

Cheers
 

Now this is more like it.

1. Dice rolling. This might be a weakness as well, but I record combats turn by turn and run for group that typically numbers six. And I've rolled nearly as many crits as my whole group put together.

2. I'm generally good coming up with NPC's. Pretty easy to find people for the group to hate but always nice to come up with people the group likes.

There is probably more, but i'm my own worst critic.:)
 

My greatest strengths:

Improvisation. I can whip up interesting and relevant NPCs on the spot. If something unexpected happens, I can make my players believe that I meant for that to happen, and that it's all part of the overall adventure. DMing is a lot like playing poker.

Pace. I can keep the story moving along. I allow players their moments, I allow roleplaying to occur when it's appropriate, and then I insert what the NPCs are up to and allow players the appropriate time to react given the scenario. I usually have a goal for the session and I can usually progress the story to that point without making it seem forced.

Scenery. My worlds have a certain feel to them because I put effort into describing them using all five senses. I also describe things from the cultural perspective of the player characters.

Flexibility. I don't sweat the small stuff. I allow players to get away with little things that are important to them but don't much affect the game overall. Yes, Bob, we can say you bought the +2 rapier, not the +2 shortsword. Yes, Bob, you can change your action. Yes, Bob, we can assume you dropped your 50 lb. backpack on the sidewalk before you dove into the canal. Stuff like that.

Roleplaying. This may seem like a redundant one, but I'm surprised by the number of DMs who don't roleplay well. For me, roleplaying consists of first-person, in-character interaction and socialization with the player characters. Nothing annoys me more than a DM (or player) who roleplays in the 3rd person perspective. When I play my NPCs, I get in character. The flaming homosexual baron is, well, gloriously homosexual, the schoolmarm is properly subdued and fearful of the PCs, the maniacal tyrant rants and raves, the sultry courtesan coos and woos the players. I get into my NPCs.
 

Strengths, you say:

Improvisation: Like many others, its great to be able to think on the fly. And some of the best scenes in the game come from those hastily-prepared scenes.

Plot Weaving: My players tend to call it the 'long-ball'. I'll foreshadow something and it will rear its ugly head a year down the road. The players love it. And those choices that come back to haunt you...

Verismilitude: Not even sure if I spelled it correctly, but that feeling that you know the locale. The players are very familiar with their setting and can suggest plenty of places to go when in search of something. That's an awesome feeling.

And my true strength as a DM?

Great Players. Pure and simple.
 

Plot Weaving, both short and long-term. This includes wrapping in the long term plans of allies, foes and the impact of the characters actions.

Rules.
 
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