Why do you DM?

I could've answered this easier a few months ago. Things were simplier then...

Anyway, now I like to GM to see game mechanics in play. It's amazing how cool something looks on paper and then be able to compare it to how it works out in the game. I like to see how different characters react to same situations as its a good test of the player, determining how well he does his character. I enjoy employing new ideas and methods and watching the players react.
 

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I DM because I'm the only one in the group with any of the books and the ability and inclination to do so. Also, it's a lot of fun for me and I really enjoy creating worlds and letting my imagination run wild and shape everything. :)
 

My biggest problem is none of my current DMs know the rules nearly as well as I do. It gets frustrating at times when they mistakening stack bonuses that shouldn't stack or miscalculate someone's attack bonus.

But my problem with being a DM the commitment and follow-thru on a campaign world. I don't like using ones that are pre-established (like Grayhawk or FR) because they often do things different that I would like. If I decide to buy into a campaign world, I would like it to suit my needs most of the time (80%- 90%) so I don't have to re-write background.

But how can you keep up that level of commitment over the life of a campaign? Eventually the players finish whatever it is you have then questing after or battling against, theoretically. How do you motivate yourself to keep the campaign going?
 

- Because nobody else is willing to run the sort of game I want to play in
- The free offerings of food and mountain dew to appease my wrath! :)

In all actuality, I am getting burned out and would like to play. But there is still so much left I want to do!
 

Because I'm a better DM then a PC. I'm better when I can plan things out and throw in twists and turns. I'm better at quirky NPCs then serious PCs.

But I haven't DMed in over 7 months, and I've been enjoying PCing once again. But when the oppurtunity presents itself, I'd love to sit behind the DM's screen once again.
 

I agree with Psion, GMing is definately an art form! When you are a player, you are kind of doing some sort of improvisational theatre, but when you are a GM you are doing improvisational directing, set design, costuming, script writing and casting all at the same time!

I love to play, but I always come back to wanting to run the game. There's a little bit of control freak there, but mostly it is wanting to create stories and worlds.

Not to be snippy, but I don't like it when people say that they run games because no one else they know is capable of it. I would hate to play with a GM on a regular basis who didn't enjoy what they were doing and would rather be playing instead. At least make your friends take turns!

Balsamic Dragon
 

Balsamic Dragon said:
Not to be snippy, but I don't like it when people say that they run games because no one else they know is capable of it. I would hate to play with a GM on a regular basis who didn't enjoy what they were doing and would rather be playing instead. At least make your friends take turns!

Hahaha. No, I don't believe in torturing myself.

The only guy in the group who is semi-decent at the dm gig just started work with the INS- and is too busy to work on a campeign.

I don't dislike dm'ng, but I am not the right dm for our group- what I want to do, they are not interested in playing. We compromise, but it is not fully satisfying for either side.

But, to break things up, we have started playing board games once in a while- it gives me a break and I can 'play'.

FD
 

I DM/GM mostly to tell stories. It's a unique hobby, the one we have. It's not just an author telling a story; the players have a direct hand in it too, often making the story better than it could have been if just the GM put it together.

I like playing the many NPCs too - gives me a chance to mess with different mannerisms and voices. :) I also like coming up with new ways to challenge my players.
 

It's all about the story. You build a story around the interaction and lives of the players you game with. Without them you are nothing. Without you they are nothing. Together it's a great symbiotic relationship.

You, the DM, tell a tale that keeps the players going and motivated. Helps them move along and see things getting done and worlds being built. People changing as a reaction to their events. A static world is a dead world, the PC's choices make a difference in the littlest things they do.

For example: The cleric in the group has been donating heavily to the temple of st. cuthbert in the small village they goto. Since he has invested lots of time and money into it, the church has grown by having a wing added onto it, a new roof, some new pews, etc.
This shows the group they are making a difference and not just walking through the village everytime but they are PART of the villagers lives now. This keeps the players coming back time after time to the table.

sometimes you have to be heavy handed with them. Last night they wanted encounters to level. They bought a big cowbell and rang it to the high heavens everywhere they went. They are an EL 5 so I said "allright you want to play, let's roll". I sent these at them:

2 giant eagles
1 dire wolvering
1 harpy
2 griffons
1 hill giant

All were attracted to and attacking the bell ringer especially the dire wolverine who was pissed he got woken up and rended the snot out of the halfling rogue who woke him up.

The final battle with the hill giant topped it. He was wandering around when he though he heard a cow bell, cow bell=food, food=mine. There fore he chucked some boulders at the sound of the bell and squashed the wizard and tank by 20+ pts of damage. The bell wearer dropped the bell and the cleric wisely used his magnetism ability to take the bell and put it in his pocket. The rogue thought he was tough and charged at the giant (they wanted encounters so i gave them one to remember). The wizard flew up and away from combat and cast small annoying spells. the fighter and cleric screamed run away but the rogue came up to sneak attack and bluff the giant. The giant wanted none of that and saw no cow, so the halfling was a good snack, 1 round of smashing with a tree branch and halfling crepe suze he had! The cleric came up and the giant wacked him backwards for massive damage. The fighter sweating high holy bullets quaffs potions to beef himself up and charges in now hasted and bull strengths. The cleric after being used for a golf ball uses his Cure Critical wounds scroll. The sorcerer seeing as how the giant has shrugged off all his magic missles and acid arrows blasts out with his 5 charge wand of frost wounding the giant but making sure the halfing now must be microwaved to eat. The fighter charges in swinging his heavy flail and wounds the giant who then retaliates with a nice swift bash to the fighters head. 2 more lumps appear as soon as the giant brings down his club twice to land on the fighter. Now the fighter staggering is relieved when the cleric comes in to battle, deftly missing an AoO as the giant swats at the gnat. Ripping out a scroll (no AoO) he heals the fighter and the sorcerer lets loose his final magic missle and prepares to fly for help as all looks lost. The fighter manages to critical and wound the giant by knocking out his knee and deftly crushes in the giants skull as the giant falls down, dead.

End of battle summary: 1 dead halfing, lots of expensive items used: Cure Critical scroll, potions of haste and bull stregth, wand of frost with very few charges, and lots of spells gone for the day.

What did they do afterwards?: Smashed the cow bell to a pulp and buried it deep in the earth with the cleric stone shaping a mound around it to make sure it doesn't come back.

Moral of the story: Give the players what they want, till they realize what they get is not always what they want...
 

Reason #1
I derive immense satisfaction from a well run session. IMMENSE satisfaction. So immense, in fact, that I roll around in it afterwards, when the players can't see me. So immense that I feel stuffed and fat and happy from the bubble of satisfaction blowing up inside me.

A well run session is one in which the players enjoyed themselves, whether from excitement, terror or simple completion of a story element. A well run session possesses attributes of a climax AND a cliff-hanger. A well run session allows the players to explore a new aspect of the world, their characters or themselves. And a well run session is punctuated with character immersion, gleeful conflict and sobering events.

Lesser Reasons

2. I spend 20+ hours per week creating entire settings, jotting down story ideas, refining this or that rule and thinking about character motivations. I would do this anyway.

3. I'm good at it. The players want me to. They are the wind beneath the wings of my great bald ego.

4. Control Freak. Guilty.

But mostly, the IMMENSE stuff.
 

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