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Which Aspect of DMing Do you Struggle Most With?
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<blockquote data-quote="Hexmage-EN" data-source="post: 8336068" data-attributes="member: 79428"><p>As a DM I greatly enjoy combat. I find it fun to build battle maps, design homebrew monsters, and think about how monsters will synergize. When running combat, I mostly just have to worry about what's on their statblocks and general tactics.</p><p></p><p>When it comes to world building and developing NPCs, though, I find the brainstorming portion fun but feel myself get more stressed out in the hours leading up to a game that I'd like to be more roleplay heavy. Combat feels a lot more straightforward and manageable to me versus the party having free reign to explore or interact with who they want in a non-dungeon environment.</p><p></p><p>For a more concrete example of what I'm talking about, I have been designing both a hag's lair and its features (including set dressing, unique items, NPCs, possible curses the hag could inflict, etc) as well as a more linear dungeon scenario. I've created a 10-page word document for the former, and it feels a lot more mentally intensive in trying to juggle everything I've developed, remembering the details, and creating on the spot improv for how NPCs react or what happens if a PC wants to know what books are on a bookshelf versus running groups of monsters.</p><p></p><p>Although, I think part of this comes from me trying to plan too much ahead of time and being afraid to wing it.</p></blockquote><p></p>
[QUOTE="Hexmage-EN, post: 8336068, member: 79428"] As a DM I greatly enjoy combat. I find it fun to build battle maps, design homebrew monsters, and think about how monsters will synergize. When running combat, I mostly just have to worry about what's on their statblocks and general tactics. When it comes to world building and developing NPCs, though, I find the brainstorming portion fun but feel myself get more stressed out in the hours leading up to a game that I'd like to be more roleplay heavy. Combat feels a lot more straightforward and manageable to me versus the party having free reign to explore or interact with who they want in a non-dungeon environment. For a more concrete example of what I'm talking about, I have been designing both a hag's lair and its features (including set dressing, unique items, NPCs, possible curses the hag could inflict, etc) as well as a more linear dungeon scenario. I've created a 10-page word document for the former, and it feels a lot more mentally intensive in trying to juggle everything I've developed, remembering the details, and creating on the spot improv for how NPCs react or what happens if a PC wants to know what books are on a bookshelf versus running groups of monsters. Although, I think part of this comes from me trying to plan too much ahead of time and being afraid to wing it. [/QUOTE]
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