What's Your Biggest Failing as a DM

I had a Face to Face group for a long time that was less than stellar, and so often I had to resort to railroading and creating DM PC's to help guide action and such. In essence, they couldn't live up to my dream, so I made it for myself.

They had fun with it, and I did too, but it's carried over into my current game, an online one with some stellar roleplayers. I still produce hordes (compared to other DM's I know of) of NPC's (Highest total in this campaign- 4 to 5 at one point) and I found myself hard pressed to develop them all aptly. So, I've cut down to two, and even now, it's hard to maintain them as full characters and also run a compelling story for the actual players. It works out, but the stress on me (and my typing skills) is a definite pitfall. Perhaps I make so many characters because I almost never get to play (DMing is and has always been my business), but either way, there are situations which it's destructive.

I also develop a definitive plot in my head, but I don't force them to adhere to it. I drop in hints and subtle prods in certain directions, but I can name many times where the actions of my players have been a huge surprise. Often, it actually helps me, as the unexpected turns open up entirely new vistas of creativity in my head.

I also don't plan enough. I have a naturally expansive memory, so I usually prefer to store everything in my head, from scripts for important descriptions to events and connections and such. All too often, it gets cluttered, and once in a while there's some inconsistency in my world as some such things get mixed up. I've been actively trying to remedy this for a long time, forcing myself to take some campaign logs and at least do stats for some generic NPC's beforehand, so at least I don't have to pause for any length of time to prepare something I really should have prepared days ago.

Finally, I'm also very easy on my players. VERY easy. I've always put story and fun factor above strict rules adherence, often too much so. I've let players in my campaign restructure their characters entirely a few times (rearranging feats and such), as long as it's within general reason (i.e., they havent used it yet or rarely have in the past). The worst I've ever done in this regard is allow a character to erase and exchange a level of Psion for something else after he realized he really wasn't into it. It's worked me into a number of pickles where I want my players to be happy, but there are some things that just don't work and I have a hard time saying no. I'm worried sometimes that my players may think I show favoritism because I say no to some people more often than others (out of necessity), and so I too often cave when I should stand my ground.

So there's my pitfalls. Geez, that's a lot ;-)
 

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Fenrir said:
I also develop a definitive plot in my head, but I don't force them to adhere to it. I drop in hints and subtle prods in certain directions, but I can name many times where the actions of my players have been a huge surprise. Often, it actually helps me, as the unexpected turns open up entirely new vistas of creativity in my head.

Despite my general tendency to railroad, I have found that much of the storyline of my campaign comes from the players backstories and actions, which is why I'm trying to allow them more flexibility, because I would like more of these great ideas.
 

Railroading -- though when I don't I think they honestly don't know what to do. :) I've tried creating adventures that were more like "environments to do stuff" but they were so used to looking for the obvious hints...

Incomplete knowledge of the rules. I still can't do grappling without reading the Combat chapter, and I hate referring to books during play.

I need electronic tools to prep for gaming, and whatever's not available in an electronic tool just doesn't get used.

Campaigns centered around vaguely-defined metaplots that I myself don't even fully understand. Sometimes things pull together beautifully, and sometimes, well, they don't!
 

My NPCs all look the same or arent very well defined ... probably more problems but the players dont say it.

As for railroading players... if you give them freedom most wont know how to react... to be realistic you would have to give them dozens of leads and possibilities and let them choose... makes for very hectic DMing. Its not to bad to railroad... just dont overdo it. Give players many different option on how to get to the same place :D
 

I try not to railroad at all, I let my players do whatever they want. The NPCs frequentlly disagree however.

I'm probably too demanding of my players and create games too tough and intricate to be fully utilized by my groups. I set up a simple plot then throw all the powerfull NPCs in with their own personal drives and schemes until the game is a huge mire of backstabbing and plotting. Usually the PC's ignore all this stuff and just kill the Dragon/Badguy/etc. It works out well for them and I get to dream about the game that might have been.

Oh, and I'm horrible at taking notes. I run most of my lesser NPCs on-the-fly since I give my players a free reign and I never know what they'll do. These lesser NPCs tend to become major NPCs through PC action though and I always forget the details I assigned on the fly. When they meet Barkeep Bob he's a short gruffy dwarf. Next week he's a 1/2 elf with one eye and a limp. I need to take better notes.
 

I don't know enough of the rules--though this part of my DMing IS actually improving.

My biggest failing though is lack of preparation--while I do and should wing a lot of adventures, I still do need to get NPC and monster stats, and then think up somewhat plausible plots and tactical strategies for my baddies.
 


I only railroad if the players have no idea what they want to do. I hate playing in those types of adventures, so I'd never do it to my players if I had a choice.

But this is about my weaknesses...I hate drawing maps. Especially dungeon/indoor maps. I have to steal others' work. And though I try not to, I sometimes focus on certain players/PCs during a session, with less interation with the others, though I never focus on one or two certain people all the time, it rotates around quite a bit.
 

Let's see. I tend to go very light on descriptions of people and particularly places.

I sometimes have a hard time ad-libbing NPCs. (example: the characters got the idea to seduce the Duke's grandson, a known lecher, in order to gain admittance to the keep. I was not terribly pepared, and a few times, had to stop, and say, "Wait. He did not just say that. He's a lot smoother than that.)

Oh, and I tend to let sneaky plans the players have work a better than they ought. But that's mainly from aesthetic appereciation of the sneaky plot, and a desire to encourage the players to think about their actions.
 

My biggest problem as a DM is to put in the time required outside of the game. I often end up putting things off to the last minute, writing out or reading through only half the adventure the PCs are in, or not having all the handouts in the right place at the right time. It's hard, because DMing is one of those things that no matter how much time you put into it, you can always put more in.
 

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