Whinging Players or Munchkins?

jollyninja said:
i think the primary differences between an average dm (the ones the bulk of the warranted or otherwise complaints are about) and a good one is simply the ability to conceal the liberties they take from the players and the ability to adapt the storyline to unforseen events. an average to poor gm will do things like introduce variant rules in mid battle if that's what he has to do to keep his storyline intact. a good one will let the battle play out, flubbing the occasional roll and adding extra hp where nessisary without ever giving the players any indication what he has done or if they do something far more drastic, like using the retributive strike from a staff of power to kill the enemy, finding new villians to take the roles of the old ones.

I agree. 'nuff said. Much better wording than my post in another thread, but to the same design.
 

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I have the solution to DM's whose players are not appreciative:

Have each one of them DM. Not just one-shots, but a campaign of 6 sessions or so. SO far as I've seen, EVERY player who has ever run a long-term campaign has come to appreciate all DM's for the effort they undergo to make a smooth and enjoyable game.

Conversely, DM's who can get this much of a break from running will in general become more vitalized, more experienced from seeing the styles of other DM's, and will also come to appreciate the role of a PLAYER in the game, too. It's not just up to DM's to make a good game - it's players who do more than sit passivley and wait for the next die roll.

Of course, if your Sessions are more of an informal socialization setting, as ours are, these suggestions may be a little more lax than for other groups.
 

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