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Where Are All the Dungeon Masters?
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<blockquote data-quote="hawkeyefan" data-source="post: 7757566" data-attributes="member: 6785785"><p>I took pressure to prep as it being a requirement, and that the requirement is a negative. If that’s not how you meant it, then sorry if I misinterpreted.</p><p></p><p>But following up on this, I would agree that some prep is needed in Dungeons & Dragons. Maps and monsters and so on. However, I think that this prep is likely a good thing in that it provides an example of how the game should proceed, and can serve as a model for new DMs to create their own content.</p><p></p><p>I agree with you that a lot of this can be heavily influenced by mechanics. I just don’t know if such a mechanic is inherently a good thing. Nor is it inherently bad. But I would expect in most cases that having some information determined ahead of time would be useful for most folks who are learning how to run a game. Give them a foundation to get started and then let them adjust to suit their preferences as they learn.</p><p></p><p>Figuring out how content can be introduced and picking up on cues from players about what they’d like to see in play seem to me to be things that a GM with more experience will learn. However, I would agree with you that certain trends or techniques can become far too ingrained in the mind of some GMs, so I think stressing that there are multiple ways to handle most game elements, and a variety of techniues that can be used, is always a good thing. </p><p></p><p>Out of curiosity, with what game were you introduced to RPGing?</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7757566, member: 6785785"] I took pressure to prep as it being a requirement, and that the requirement is a negative. If that’s not how you meant it, then sorry if I misinterpreted. But following up on this, I would agree that some prep is needed in Dungeons & Dragons. Maps and monsters and so on. However, I think that this prep is likely a good thing in that it provides an example of how the game should proceed, and can serve as a model for new DMs to create their own content. I agree with you that a lot of this can be heavily influenced by mechanics. I just don’t know if such a mechanic is inherently a good thing. Nor is it inherently bad. But I would expect in most cases that having some information determined ahead of time would be useful for most folks who are learning how to run a game. Give them a foundation to get started and then let them adjust to suit their preferences as they learn. Figuring out how content can be introduced and picking up on cues from players about what they’d like to see in play seem to me to be things that a GM with more experience will learn. However, I would agree with you that certain trends or techniques can become far too ingrained in the mind of some GMs, so I think stressing that there are multiple ways to handle most game elements, and a variety of techniues that can be used, is always a good thing. Out of curiosity, with what game were you introduced to RPGing? [/QUOTE]
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