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What's Your Biggest Failing as a DM
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<blockquote data-quote="Humanophile" data-source="post: 94603" data-attributes="member: 1049"><p>A lot of people are chiding themselves for railroading. I don't think it's necessarily a bad thing. The DM is not infinitely capable, and most players (IME) are not extraordinarily driven. I figure that they can go whichever way they want, and it's my job to give them the encounter I want wherever they want to go. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As a matter of fact, I think my problems come whenever I have to freeform. I suck at on the fly names, and when the players ignore the hooks I offer, I flounder for a while until I can think how to set them on the path I want. Same way, if they do something I didn't expect, it takes a while before I can roll that into the rest of the story, even if it should change things right then and there. And if I don't know what I'm dealing with, same thing, so make me have to deal with a new spell/magic item and the game world won't adapt to it for a long while. (I know that last one shouldn't happen, but when playing rotating DM's, or when a spellcaster's player gets a little creative with their choices, it does.)</p><p></p><p>Other than that, I'm usually too nice, and too willing to let someone try something if it looks neat. And I don't care what some people say, when you're running a game, it's a lot harder if you have an elven assasin, a drow barbarian, and a human paladin all in the same party. But I have a hard time knowing who I should tell to get their act together and remake their character, so I leave it be.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 94603, member: 1049"] A lot of people are chiding themselves for railroading. I don't think it's necessarily a bad thing. The DM is not infinitely capable, and most players (IME) are not extraordinarily driven. I figure that they can go whichever way they want, and it's my job to give them the encounter I want wherever they want to go. :) As a matter of fact, I think my problems come whenever I have to freeform. I suck at on the fly names, and when the players ignore the hooks I offer, I flounder for a while until I can think how to set them on the path I want. Same way, if they do something I didn't expect, it takes a while before I can roll that into the rest of the story, even if it should change things right then and there. And if I don't know what I'm dealing with, same thing, so make me have to deal with a new spell/magic item and the game world won't adapt to it for a long while. (I know that last one shouldn't happen, but when playing rotating DM's, or when a spellcaster's player gets a little creative with their choices, it does.) Other than that, I'm usually too nice, and too willing to let someone try something if it looks neat. And I don't care what some people say, when you're running a game, it's a lot harder if you have an elven assasin, a drow barbarian, and a human paladin all in the same party. But I have a hard time knowing who I should tell to get their act together and remake their character, so I leave it be. [/QUOTE]
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