Worst & most common DM mistakes

Roger_the_jolly

First Post
Hi,

I remember reading several threads about this topic a few years back that were quite good, but don't remember where :)

Anyway, I want to improve my DMing skills so please tell - what is the worst mistake that you think a DM can do, and what is the most common mistake.

Please don't write worst mistake is not making the game fun for all since it is obvious that if you make a big mistake in running the game then the game is not fun. What I want to know is what that mistake is so that I can think about it and how to avoid it.

I list below my own opinion:
Worst - Running the NPCs as major characters while the PC take a back sit (Boringgggg DM ego trip - "and then the Uber super DM pet sweeps down from the heaven to save your sorry asses AGAIN, you are so lucky he is your guardian angel!").

Most common - Paying to much attention to the players who yell the most and ignoring those players more intimidated and shy, thus not letting them shine and show their skills. ("oh sorry mate that we skipped your turn again, why didn't you say something?")
 

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Worst - Separating the adventure from what the players, and the characters, care about. The adventure is just "What the DM thought", what the Dm cares about, and the players just "Took the job".

On the flip side, it's very difficult to get adventures that are important to the PCs if the players aren't very forthcoming with what they want, or information about their characters. And if they are the 'lead me by the nose' type, there's nothing you can do.

Most common - saying no. ;) Not when a player wants to do something broken, but when they want to do something fun that's just not obvious in the rules. Many things can be negotiated - while I wouldn't let a player play a midget clown half tri-keen psion/swordsage, I'd talk with the player and find out what about the concept is intriguing, and try to meet them half way on something that doesn't, well, beat everyone's suspension of normalicy with a brick.
 

Rechan said:
Most common - saying no. ;) Not when a player wants to do something broken, but when they want to do something fun that's just not obvious in the rules. Many things can be negotiated - while I wouldn't let a player play a midget clown half tri-keen psion/swordsage, I'd talk with the player and find out what about the concept is intriguing, and try to meet them half way on something that doesn't, well, beat everyone's suspension of normalicy with a brick.

:) This I used to do way back, before something clicked and I told myself, what the hell why not - let them have fun (within balanced framework) and I will wing it as usual. It certainly gets players more involved with their characters which is a good thing (though usually only those already involved have these non-standard builds they want to play).
 

One of the big ones I think most beginning DMs have is "Do not tell the players what their characters do not know".

I mean, yes, you've got your stuff planned. Yes, it is truly awesome. And did they just walk by and miss that really badass thing on their first trip to the dungeon? Or did you have to end the session just before some really cool stuff happened?

Do not tell them! Nothing. Do not give in. No hints. Nothing!

Sometimes I think a DM can be more buzzed about what might happen next than the players. But if you're going to keep the game fun, not ruin it for the other guys, you absolutely have to keep your mouth shut.

That's one of the most common mistakes I've experienced with new DMs.
 

1. The impossible thing before breakfast.
Often not intended or understood but always suckiness delux at the gametable. If you want to write a book or a short story do so, if you want to facilitate a story about the protagonists DM. Not the same thing, please learn to understand the difference.

2. Saying NO to the players.
Usually a sign that you are not being a good DM. Or atleast that you and your gaming group need to sit down and talk through the creative agenda of your game.
 

mjukglass said:
1. The impossible thing before breakfast.
Often not intended or understood but always suckiness delux at the gametable. If you want to write a book or a short story do so, if you want to facilitate a story about the protagonists DM. Not the same thing, please learn to understand the difference.

I'm not sure I understand what do you mean by this. Can you explain more?
 

Roger_the_jolly said:
I'm not sure I understand what do you mean by this. Can you explain more?

Basically it's the problem that arises at a gametable when the DM have a already finished 'written in stone' story and the players play and believe that the game is about their character as protagonists.

Protagonist is someone that creates and leads the story. If the story already is there there is no protagonist per se.
 

Worst and Most Common -- Failing to be descriptive. A symptom of this is when a player asks, "What's the room like?" and the DM draws it on the battlemat and considers the question answered.

When I ask this, as a player, I'm not looking for extemporaneous prose. I'm just looking for hooks that I can hang RP on ... stuff that will make this room stand out. By all means, draw it on the battlemat and list the contents, but then I'd love to hear something like, "There's a cold draft at your backs, wafting into the room. From somewhere beyond that far archway, you can hear faint, intermittent screams, and they sound humanoid. You can smell mineral-heavy water."

When I realize as DM that my players are bored, I always notice that I've stopped being descriptive. When, as a player, I begin to lose interest in what's going on in the game, I always notice that the DM is not offering description.

Boring the players. The worst and most common mistake DMs make.
 

mjukglass said:
Basically it's the problem that arises at a gametable when the DM have a already finished 'written in stone' story and the players play and believe that the game is about their character as protagonists.

Protagonist is someone that creates and leads the story. If the story already is there there is no protagonist per se.

So you mean a situation where the story is rolling in its tracks regardless of the actions of the PCs - they have little or no influence on the story line?
Yes, I can certainly see where this is bad for moral ;)

I usually have a rather general plot line in the beginning of a campaign and wing it as we go along according to actions of players and what feels right, so I haven't encountered that problem - way to go for being lazy :D
 

Jeff Wilder said:
Worst and Most Common -- Failing to be descriptive. A symptom of this is when a player asks, "What's the room like?" and the DM draws it on the battlemat and considers the question answered.

When I ask this, as a player, I'm not looking for extemporaneous prose. I'm just looking for hooks that I can hang RP on ... stuff that will make this room stand out. By all means, draw it on the battlemat and list the contents, but then I'd love to hear something like, "There's a cold draft at your backs, wafting into the room. From somewhere beyond that far archway, you can hear faint, intermittent screams, and they sound humanoid. You can smell mineral-heavy water."

When I realize as DM that my players are bored, I always notice that I've stopped being descriptive. When, as a player, I begin to lose interest in what's going on in the game, I always notice that the DM is not offering description.

Boring the players. The worst and most common mistake DMs make.

I think actually this is my main problem that you phrase very well - I can see the settings in my mind eye all the time and I'm pretty good with words, but since I can "see" it all the time I think that i'm not describing it enough for the players. Good point! I will keep this firmly in mind.
 

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