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What makes a good DM good?
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<blockquote data-quote="Shiroiken" data-source="post: 7934999" data-attributes="member: 6775477"><p>You're going to get a billion different answers, since everyone has their own preferred style. I'll throw in my 2 coppers anyway.</p><p></p><ul> <li data-xf-list-type="ul">Creates an immersive world, where players can tell that other things are happening besides just the current adventure. Some are hints of future adventures, while others are completely irrelevant to the PCs.</li> <li data-xf-list-type="ul">Creates interesting stories, both as individual adventures and as the campaign overall. These are really good if they incorporate the characters' backgrounds and goals.</li> <li data-xf-list-type="ul">Doesn't pull punches. If a character dies, either due to bad dice rolls or stupidity, they die. This keeps the threat of death and failure constant in the game, rather than feeling like a cakewalk with little consequences.</li> <li data-xf-list-type="ul">Skilled at running on the fly, such that the players have no idea when they've gone off the rails of the adventure, and can nudge them back just as well.</li> </ul></blockquote><p></p>
[QUOTE="Shiroiken, post: 7934999, member: 6775477"] You're going to get a billion different answers, since everyone has their own preferred style. I'll throw in my 2 coppers anyway. [LIST] [*]Creates an immersive world, where players can tell that other things are happening besides just the current adventure. Some are hints of future adventures, while others are completely irrelevant to the PCs. [*]Creates interesting stories, both as individual adventures and as the campaign overall. These are really good if they incorporate the characters' backgrounds and goals. [*]Doesn't pull punches. If a character dies, either due to bad dice rolls or stupidity, they die. This keeps the threat of death and failure constant in the game, rather than feeling like a cakewalk with little consequences. [*]Skilled at running on the fly, such that the players have no idea when they've gone off the rails of the adventure, and can nudge them back just as well. [/LIST] [/QUOTE]
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