What Does it Take to be a D&D DM?

What is Required to be a Good D&D DM?

  • Writing Talent

    Votes: 26 16.9%
  • A Great Plot Idea

    Votes: 35 22.7%
  • A Clear Plot Concept

    Votes: 85 55.2%
  • Rules Mastery

    Votes: 31 20.1%
  • Rules Familiarity (less strong than Mastery)

    Votes: 106 68.8%
  • Familiarity with Fantasy Concepts via Novels

    Votes: 40 26.0%
  • Familiarity with Fantasy Concepts non-Novel Sources (IE Movies)

    Votes: 31 20.1%
  • A Forceful Personality

    Votes: 48 31.2%
  • Ability to do Voices\Personalities (NPC 'Impressions')

    Votes: 31 20.1%
  • Good Organization Skills

    Votes: 101 65.6%
  • Basic Knowledge of the Setting (EG Greyhawk, FR, Eberron, Homebrew, etc.)

    Votes: 74 48.1%
  • Intimate Knowledge of the Setting

    Votes: 50 32.5%
  • Basic Knowledge of the Medieval World (for using Earth's Medieval as a basis)

    Votes: 32 20.8%
  • Intimate Knowledge of the Medieval World

    Votes: 3 1.9%
  • A Strong Drive to DM

    Votes: 114 74.0%
  • Partial Detachment from NPCs (IE they aren't PC's, they may die, etc.)

    Votes: 97 63.0%
  • Basic Knowledge of Political Systems (Medieval in Particular)

    Votes: 41 26.6%
  • Intimate Knowledge of Political Systems

    Votes: 5 3.2%
  • Other

    Votes: 48 31.2%

I wanted to select everything with the word "Medieval" in it just 'cause that's the kind of campaign I want to play in. But I didn't. ;)
 

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For this guy, maybe running a pregen scenario with strongly characterised NPCs, a sensible plot & reasonable amounts of combat would help. It sounds like his main problems are in scenario creation and playing NPCs. If he uses something that does this for him, and he avoids twisting them both to fit his own (bad) approach, that could work.

Something I find helpful for RPGs is to take a look at how a good TV fantasy adventure series with multiple protagonists functions. I would say Buffy, but Buffy makes me insecure because I can't match Wheedon's writing talents when it comes to dialogue. For me the perfect model is Stargate-SG1 - it has action, adventure, strongly delineated 'PCs' and 'NPCs', and yet nothing that a decent GM can't match in terms of plotting & characterisation. Its plots also meander, like most RPG campaigns, yet frequently refer back to prior events. The military setting might not fit many groups, but otherwise I think it's a fantastic model for a good campaign.
 

Kri8or said:
How about a willingness to admit and learn from mistakes. I don't claim to be a great DM but I have fun, the players have fun, and everything else is just gravy. I'm just finishing up my first long term campaign (a little shy of the 2 year mark, playing once a week with a brief Vampire break) I've made some mistakes - npcs stealing their thunder, too much treasure, being too lenient with players using oddball third party rules - but as long as the communications lines stay open and everyone is willing to forgive me and let me fix things, in game if possible, out of game if necessary, when I mess up everything stays cool. Plus, learning from those mistakes are what has made me the overwhelmingly adequate DM I am today.
Very important - everyone starts out making mistakes as a GM, in fact we keep making them all the way through our 'careers', but being able to learn from them and deal with the consequences of them is very important.

I'd liked to have seen a poll option for imagination, but being a good writer is not particualry important given that there are plenty of good prewritten adventures out there in Dungeon and from some of the publishers.
 

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