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What Makes a Good DM?
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<blockquote data-quote="DMKastmaria" data-source="post: 5912722" data-attributes="member: 6678082"><p>Here's my own list of what makes a good DM. It doesn't really address the discrete skills, though.</p><p></p><p></p><p><strong>1. Confidence:</strong> Throw away your fear and embarrassment. Commit to what you're doing. Decide to believe in yourself and your creative abilities. </p><p></p><p></p><p><strong>2. Communication:</strong> Being frank, forthcoming and honest with yourself and your players. </p><p></p><p></p><p><strong>3. Respect: </strong>For oneself, the players and the Campaign. For what everyone at the table is trying to accomplish.</p><p></p><p></p><p><strong>4. Generosity:</strong> Of spirit. The DM is a Host and welcomes his players into his milieu. His goal is to entertain them and help the participants reach that group synergy of intellect, imagination and emotion which creates that exceedingly fine, magical experience, that is D&D at its best.</p><p></p><p></p><p><strong>5. Evenhandedness:</strong> When running the milieu, the DM must be the neutral, impartial Referee. The Judge. </p><p></p><p></p><p><strong>6. Partisanship:</strong> The DM is ultimately on the side of the players. He wants them to succeed and will root for them, every step of the way (though not <em>necessarily</em>, in an open manner.) He'll give them what they need to have a fair chance.</p><p></p><p></p><p><strong>7. Awareness of Bias: </strong>Unless he makes a random determination about EVERY FREAKIN' THING, he can't be 100% Evenhanded. </p><p>It's impossible to escape bias completely. Inasmuch as possible, any bias must be in favor of the Campaign itself.</p><p>There are times when flat out giving the PC's what they want (or having the gods do so) is the right thing to do! </p><p>Or, in the words of the immortal Jeff Rients, "Give the players the Sun and make them fight for the Moon."</p><p></p><p></p><p><strong>8. A Sense of Humor:</strong> Because no one is perfect. The DM needs a sense of humor about himself, his players and his campaign.</p><p></p><p></p><p><strong>9. Selflessness:</strong> It not about the DM telling his fanfic. It's about the Players creating <em>their</em> story! </p><p>The DM creates the campaign <em>for</em> the Players. The way forward, is to then <strong>Give It Away!</strong> As someone else (don't remember who) once put it:</p><p></p><p>"Here's the Milieu. Now, go and Destroy It!"</p><p></p><p></p><p><strong>10. Verve: </strong> Verve, baby!!! The DM has to let it all hang out! If he can do this, he can be even more creative while running the game, than he is when prepping for it!</p><p></p><p></p><p><strong>11. Love:</strong> It's at the heart of all Creativity and social interaction. If you don't love what you're doing, or are unwilling to make a human connection with the other people sitting at your table, you're never going to excel at DMing. </p><p></p><p></p><p><strong>12. Education:</strong> Always being willing to learn and hone your craft.</p></blockquote><p></p>
[QUOTE="DMKastmaria, post: 5912722, member: 6678082"] Here's my own list of what makes a good DM. It doesn't really address the discrete skills, though. [B]1. Confidence:[/B] Throw away your fear and embarrassment. Commit to what you're doing. Decide to believe in yourself and your creative abilities. [B]2. Communication:[/B] Being frank, forthcoming and honest with yourself and your players. [B]3. Respect: [/B]For oneself, the players and the Campaign. For what everyone at the table is trying to accomplish. [B]4. Generosity:[/B] Of spirit. The DM is a Host and welcomes his players into his milieu. His goal is to entertain them and help the participants reach that group synergy of intellect, imagination and emotion which creates that exceedingly fine, magical experience, that is D&D at its best. [B]5. Evenhandedness:[/B] When running the milieu, the DM must be the neutral, impartial Referee. The Judge. [B]6. Partisanship:[/B] The DM is ultimately on the side of the players. He wants them to succeed and will root for them, every step of the way (though not [I]necessarily[/I], in an open manner.) He'll give them what they need to have a fair chance. [B]7. Awareness of Bias: [/B]Unless he makes a random determination about EVERY FREAKIN' THING, he can't be 100% Evenhanded. It's impossible to escape bias completely. Inasmuch as possible, any bias must be in favor of the Campaign itself. There are times when flat out giving the PC's what they want (or having the gods do so) is the right thing to do! Or, in the words of the immortal Jeff Rients, "Give the players the Sun and make them fight for the Moon." [B]8. A Sense of Humor:[/B] Because no one is perfect. The DM needs a sense of humor about himself, his players and his campaign. [B]9. Selflessness:[/B] It not about the DM telling his fanfic. It's about the Players creating [I]their[/I] story! The DM creates the campaign [I]for[/I] the Players. The way forward, is to then [B]Give It Away![/B] As someone else (don't remember who) once put it: "Here's the Milieu. Now, go and Destroy It!" [B]10. Verve: [/B] Verve, baby!!! The DM has to let it all hang out! If he can do this, he can be even more creative while running the game, than he is when prepping for it! [B]11. Love:[/B] It's at the heart of all Creativity and social interaction. If you don't love what you're doing, or are unwilling to make a human connection with the other people sitting at your table, you're never going to excel at DMing. [B]12. Education:[/B] Always being willing to learn and hone your craft. [/QUOTE]
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