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Worlds of Design: WANTED - More Game Masters
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<blockquote data-quote="Leatherhead" data-source="post: 8288058" data-attributes="member: 53176"><p>There are only two things necessary to become a good DM.</p><p></p><p>Firstly, you need to become a DM. Secondly, you have to mess up a bunch of times till you get things right, but not mess up so badly that you want to quit being a DM entirely.</p><p></p><p>That second part is where I see the snags happen. I'm of the opinion that the campaign books require way more effort than they should to get into a good play state, especially if both the players and the DM are new. Perhaps the most infamous example of this is Decent into Avernus. Where among other problems, there is a mage who can cast<em> Fireball</em> in the first dungeon. Given that <em>Fireball</em> does an average of 28 damage, and a level 1 fighter would be extremely lucky if they had 14 hp, you can see the issue here. But a new DM might not be able to tell there is a problem without having the game blow up in their face. And that is aside from the problems that are in the core books, like CR being more of an art than a science, which can be a stumbling block for anyone wanting to make their own campaign up.</p><p></p><p>It's not about having absolute rules, so much as it is about having solid and functional rules that can be built upon. These books "should just work" (to ape an old slogan) right out of the box, and currently they don't.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 8288058, member: 53176"] There are only two things necessary to become a good DM. Firstly, you need to become a DM. Secondly, you have to mess up a bunch of times till you get things right, but not mess up so badly that you want to quit being a DM entirely. That second part is where I see the snags happen. I'm of the opinion that the campaign books require way more effort than they should to get into a good play state, especially if both the players and the DM are new. Perhaps the most infamous example of this is Decent into Avernus. Where among other problems, there is a mage who can cast[I] Fireball[/I] in the first dungeon. Given that [I]Fireball[/I] does an average of 28 damage, and a level 1 fighter would be extremely lucky if they had 14 hp, you can see the issue here. But a new DM might not be able to tell there is a problem without having the game blow up in their face. And that is aside from the problems that are in the core books, like CR being more of an art than a science, which can be a stumbling block for anyone wanting to make their own campaign up. It's not about having absolute rules, so much as it is about having solid and functional rules that can be built upon. These books "should just work" (to ape an old slogan) right out of the box, and currently they don't. [/QUOTE]
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