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