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What's it like to DM?

Crothian

First Post
A new user and a person new to role playing asked this question in another thread. I figured it would be best for a new thread and fill it full of answers.
 
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It seemed, whenever i talked to my DM about this, that he was always working at it, and it seemed thta he put alot of work into it, and whenever it was messed up he got kinda down, but then he would go on and make a really amazing session and he would feel so good. i dont think many people would be able to handle the kind of work it seems that you must do to make a really good adventure. Am i right? or am i just amazed because of my inexperience? I wouyld really like to learn about all the different aspects of D&D, including DM-ing.
 


Piratecat has it right; the conductor notes the time and music changes, but the players add their own voice to the project, and the overall result can be as beautiful as a symphony, or as cool as a good old-fashioned Jam Session.

OK, a little more meat; it's fun to prepare, to come up with multiple plots and storylines, and then watch the players change them as the game goes on. Your DM sounds a little flustered when you players throw him curve balls; as he gets more experienced (trust me, two years is good experience, but I've known DM's who've done it for 30 years!) he can learn to work with the curves and still make the session satisfying for him. Sounds like he's quite good - you claim that the players all have a fantastic time each time - but a DM must ultimately learn to take good with bad, and alter a storyline to take advantage of what the characters do.

Pcat, this would be a good place I think for a brief version of your "Modron March" story. :)
 
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lol....ummm...the main h=thing is i am curious about is what do you do if the players dont do what you want? how do you incorporate things if the players did somethim differently than you imagined? how do you make it feel real (the world)? how do you make sure that the players do the right thing to start an adventure? how does anything ever work out when the players dont truly (though they may have an idea) know what the adventure requires them to do? i know that this uncertanty is the essence of the game, but how do you, as the DM, make sure it all works out???
 

Regal Worm of Slopp said:
It seemed, whenever i talked to my DM about this, that he was always working at it, and it seemed thta he put alot of work into it, and whenever it was messed up he got kinda down, but then he would go on and make a really amazing session and he would feel so good. i dont think many people would be able to handle the kind of work it seems that you must do to make a really good adventure. Am i right? or am i just amazed because of my inexperience? I wouyld really like to learn about all the different aspects of D&D, including DM-ing.

A good DM probably is always working at creating his world, but he also needs to be open to change. D&D is a cooperative game, in which the only way to "win" is for everybody to have fun. So, a DM can spend hours/days working on a game, but needs to be prepared for the players to do something entirely crazy. Handling the work, then, is really secondary to being flexible and thinking on your feet.

I usually try to think through any given session from every possible angle-working out basics for each NPC/knowing motivations, current events, etc. That allows flexibility to adapt to players' actions without them "breaking my story." I really probably prepare less now than I did long ago, not because of experience (been playing since '84) but because I've realized a DM can be TOO prepared-creating grand plans/encounters/plots that the players just side-step while going after some little thread that seemed insignificant.

Important DM traits for me:

- Know the rules well enough that you can run basics of the game without referencing them constantly.
- Ditch the rules when its more fun for all involved
- Be prepared for anything
- When the players do the unexpected, roll with it and keep the game fun
- Don't "own" you world, share it with the players
 

THere are many things that make a good DM, and not erveryone has them all or even needs them. IT can be a lot like playing sports, you need to forget about your past mistakes and not dwell on your pass successes. You must concetrate on what's happening now and be able to predict or at least guess what is going to happen in the near and not so near future.
 

I love to read, write, tell stories, dream, scheme and challenge people into thinking.

Game Mastering is all of these things wrapped up into one hobby. It is one hell of an addiction.

* evil, maniacal, laughter *
 


"Go ask those questions in the thread I started, you'll get all the answers you want from some of the best DM's I've seen"
-Crothian

Man, this guy really hold u guys in high esteem.....
 

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