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What is the best way to learn how to be a DM?
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<blockquote data-quote="EzekielRaiden" data-source="post: 8796329" data-attributes="member: 6790260"><p>The problems with "just play with experienced people"? Plenty:</p><p></p><p>1. You may not know anyone who's experienced. That was certainly the case for me when I first started learning about D&D. My initial exposure to the rules was sources of questionable legitimacy for 2e, <em>just</em> before 3e came out. I didn't know anyone who played D&D at the time.</p><p>2. Even if you <em>do</em> know people who play, you may not be close enough friends with them for it to make sense to invite them to a game or to ask to join theirs. Social activities are <em>never</em> that simple, much to my chagrin.</p><p>3. You may not have enough close friends to get a gaming group together. In high school, I had <em>maybe</em> three close friends, most of whom attended other schools and lived far enough away that visiting them was a sleepover-level commitment, not a "play for a few hours" deal.</p><p>4. Even if you know an experienced group, have the right kind and strength of relationship to join a game, your schedules work out, and all the other stuff lines up....your gaming styles could be RADICALLY different. People talk up a great deal how the game should support a variety of styles, but a neophyte <em>does not know what style they have yet</em>, and forcing yourself to use a style that doesn't actually fit you (because you don't know any better and the person teaching you will teach you what works <em>for them</em>, not what works <em>in general</em>) is a super duper great way to <em>never ever want to DM ever again</em>. A similar issue applies to something like online advice, where you have to already know how to DM in order to distinguish advice useful <em>to you</em> vs advice useful <em>to others</em> vs advice useful <em>in general</em>.</p><p></p><p>So...yeah. There are plenty of reasons why "just learn from a pro, 4head" is either impossible, impractical, or counter-productive.</p><p></p><p>NONE of this should be taken as saying it is BAD to learn that way. I'd even hazard to say that most DMs have learned so. Instead, I am going a step further than some other posters here. To paraphrase Dr. Howard Moskowitz: "There is no perfect method, only perfect methods." By which I mean, there is no <em>one best method</em>. ALL of these methods should be valid, and developed as much as possible, so that people can learn in the way best suited <em>to them</em>, not in some top-down enforced "you WILL learn by apprenticeship(/instruction/youtube video/random reddit advice)" kind of thing.</p><p></p><p>And, as I have said in other places, I maintain that it is a bad idea to <em>require </em>the brand-new players to jump through extra hoops and pay extra money simply because they are new. That's a really, really good way to turn people off and convince them it's not worth their time.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8796329, member: 6790260"] The problems with "just play with experienced people"? Plenty: 1. You may not know anyone who's experienced. That was certainly the case for me when I first started learning about D&D. My initial exposure to the rules was sources of questionable legitimacy for 2e, [I]just[/I] before 3e came out. I didn't know anyone who played D&D at the time. 2. Even if you [I]do[/I] know people who play, you may not be close enough friends with them for it to make sense to invite them to a game or to ask to join theirs. Social activities are [I]never[/I] that simple, much to my chagrin. 3. You may not have enough close friends to get a gaming group together. In high school, I had [I]maybe[/I] three close friends, most of whom attended other schools and lived far enough away that visiting them was a sleepover-level commitment, not a "play for a few hours" deal. 4. Even if you know an experienced group, have the right kind and strength of relationship to join a game, your schedules work out, and all the other stuff lines up....your gaming styles could be RADICALLY different. People talk up a great deal how the game should support a variety of styles, but a neophyte [I]does not know what style they have yet[/I], and forcing yourself to use a style that doesn't actually fit you (because you don't know any better and the person teaching you will teach you what works [I]for them[/I], not what works [I]in general[/I]) is a super duper great way to [I]never ever want to DM ever again[/I]. A similar issue applies to something like online advice, where you have to already know how to DM in order to distinguish advice useful [I]to you[/I] vs advice useful [I]to others[/I] vs advice useful [I]in general[/I]. So...yeah. There are plenty of reasons why "just learn from a pro, 4head" is either impossible, impractical, or counter-productive. NONE of this should be taken as saying it is BAD to learn that way. I'd even hazard to say that most DMs have learned so. Instead, I am going a step further than some other posters here. To paraphrase Dr. Howard Moskowitz: "There is no perfect method, only perfect methods." By which I mean, there is no [I]one best method[/I]. ALL of these methods should be valid, and developed as much as possible, so that people can learn in the way best suited [I]to them[/I], not in some top-down enforced "you WILL learn by apprenticeship(/instruction/youtube video/random reddit advice)" kind of thing. And, as I have said in other places, I maintain that it is a bad idea to [I]require [/I]the brand-new players to jump through extra hoops and pay extra money simply because they are new. That's a really, really good way to turn people off and convince them it's not worth their time. [/QUOTE]
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