| Post/Author/DateTime | Post |
|---|---|
| Dog_O_War11-19-07, 11:45 AM | A DM worth his salt would; 1:take the time to create an adventure or two, instead of only using premades (not that there is anything wrong with premades). 2:know the rules atleast as well as his most competent player. 3:judge things fairly; using some tack and intelligence when the RAW just don't make any sence for a situation. What do you think a DM worth his salt would do? |
| Seeker9511-19-07, 12:33 PM | A DM worth his salt would be internally consistent. Deviations from core are fine, if such deviations are shared ahead of time, rather than in-session. |
| RobbyPants11-19-07, 12:33 PM | 5) Tell players that any arguments with his rulings can be made after the session, not during. 6) Give his players notice if the game schedule changes, and want notice from the players in advance unless it's an emergancy. 7) Challenge the players and keep the game interseting. 8) Include something for all the players, although not always at the same time. |
| Artifact11-19-07, 12:40 PM | A few of my personal preferrences ;): 4- Use a homemade DM screen, rather than rely on an *official* one. 5- Triy his hand at a homebrew setting at least once . . . and feel completely justified in "ripping off" existing published ones (just don't be too obvious, otherwise its no fun ;)). 6- Realize that if everyone is having fun, then *balance* isn't necessarily the game breaker its often made out to be. In other words, the name of the game is to have fun, not worry about balance. |
| Demarest11-19-07, 01:16 PM | A DM worth his salt would; 1:take the time to create an adventure or two, instead of only using premades (not that there is anything wrong with premades). 2:know the rules atleast as well as his most competent player. Some DM's just don't have the time to create adventures or build homebrew campaigns. Personally, I have a homebrew world, but I sympathize with those DM's that don't have the time to do this, as I know how much time it can take to work on my homebrew world. I do agree, that if at all possible and time allows, DM's should try doing this at least once. As for the second, this rule excludes new DM's playing with more advanced players in their first or even second or third campaigns. What you've stated here, therefore, is that a new DM must always begin with new players, and that new DM's should not have veteran players in their campaigns to begin. I can tell you right now, that I would never have become a DM if I hadn't broken this rule at the beginning. |
| GeeBee11-19-07, 01:23 PM | 10) Put having fun before any rules or plotline. 11) Never be afraid to roll the dice in the open (when appropriate). 12) always be willing to say "oops, my bad." |
| Grumman11-19-07, 01:48 PM | 5) Tell players that any arguments with his rulings can be made after the session, not during. If he's making questionable rulings, he's already failed. |
| Dog_O_War11-19-07, 02:03 PM | Some DM's just don't have the time to create adventures or build homebrew campaigns. Personally, I have a homebrew world, but I sympathize with those DM's that don't have the time to do this, as I know how much time it can take to work on my homebrew world. I do agree, that if at all possible and time allows, DM's should try doing this at least once. As for the second, this rule excludes new DM's playing with more advanced players in their first or even second or third campaigns. What you've stated here, therefore, is that a new DM must always begin with new players, and that new DM's should not have veteran players in their campaigns to begin. I can tell you right now, that I would never have become a DM if I hadn't broken this rule at the beginning. I know that some DM's just don't have the time. In that case, they aren't worth their salt in that area!:P As for in experienced DMs, it does include those - they gotta earn the right to be called a good DM.;) This wasn't a "meant to be discussed" thread, it is what you think a DM worth his salt should or shouldn't do. I just wanted to read what others see as a good quality to have in a DM. This isn't meant to bash bad DM's, it's more of a set of ideals that maybe people would like to strive for. I've seen a few threads out there with people asking, "what should I do to make my adventures more interseting?" or, "my players don't like how I run, what should I do?", and others like that; this is kind of a catch all thread for people to post funny things as well as what they think makes a good DM (not everyone will agree on what makes a good DM, so please people, pick and choose). 13: ...be forgiving to the new guy, and harsh on his vets. "sorry new guy, that action would give you an attack of opportunity. Do you want to rethink that? As for you vet. player, take 437d6!" |
| RobbyPants11-19-07, 02:09 PM | If he's making questionable rulings, he's already failed. Then he's not worth his salt, now is he? :P I posted that one because I have a few players in my game who barely understand the 3.0 rules, let alone 3.5. They keep trying to come up with stupid used for things to compensate for the crappy characters they make. The latest crap one tried to pull was to get Gloves of Storing, put a spear in it, have have it fire out like a balista. I don't know where he got the idea that that would work. :nonono: So basically, it's questions like these that I don't want holding up the game for everyone else. ;) |
| lordoftea11-19-07, 02:12 PM | 14: be a master juggler. be prepared to juggle the barbarian who forgets to add his strength to damage, the drunk (OOC) monk who forgets about everything that has something to do with rules and the player who likes RP a lot. So much the others don't get a chance. Also juggle everybody's playtime, etc. Most of all, make sure everybody has their drinks, food and a lot of fun:) It's a game. play it as one. |
| CosmicChaos11-19-07, 02:39 PM | A DM worth her salt would... 15) Make sure all the players are engaged and interested in the story even when it is not their turn. 16) Make up an NPC on the fly that would fit the situation your players find themselves in, if your players went down an unexpected path. 17) Have your campaign modules be fluid enough that they can be entered from multiple paths, so that the players feel like they "chose" to go on the adventure instead of being "forced". 18) Able to change Monster and Trap statistics on the fly to match up with the skill levels of your players so that the challenge is "just right" for them. Example: Highly trapped dungeon, the Rogue easily takes out the first trap. GM realizes that all the traps have similar stats and could be easily dismantled. If this was meant to challenge the Rogue, change the stats of some of the traps so that they are more challenging. Change this randomly so that the Rogue can get over confident and you can mess with him/her. 19) Have multiple solutions to every problem or able to accept a different solution from the players as long as it seems logical enough. 20) Stop inter-player fights before they get out of hand. |
| Seeker9511-19-07, 02:44 PM | If he's making questionable rulings, he's already failed.There is a difference between a questionable ruling and a player questioning a ruling. A DM worth his salt may still encounter the latter in abundance. |
| Shadowhowler11-20-07, 01:08 AM | If he's making questionable rulings, he's already failed. A DM's rullings don't have to be 'questionable' for someone to want to argure with him. Some players just LOVE toa rgue. About anything. ALL the friggin time. Ugh. |
| Artifact11-20-07, 01:33 AM | A DM's rullings don't have to be 'questionable' for someone to want to argure with him. Some players just LOVE toa rgue. About anything. ALL the friggin time. Ugh. Yeah, and when they leave the table, they come straight to these boards, looking for a katana thread :P. |
| navar10011-20-07, 02:05 AM | ... not be upset a 1st level character has an 18 with no other ability score below 10. |
| Escef11-20-07, 03:09 AM | If he's making questionable rulings, he's already failed. Having a ruling questioned does not make one a bad DM. It could mean that the players are mistaken. I have a player who used to question my rulings a lot, he has since learned I'm usually right, and that I hate it when he stops the session to argue. If I'm wrong, I'll make up for it after; but don't stop the game for ten minutes to have a pointless argument with me. I've seen worse. I've gamed with a guy who whips out the most incongruous ideas about what is and isn't a rule three or four times a session. I was just glad I wasn't DMing for him. |
| aotrscommander11-20-07, 08:01 AM | 22: Always maintain the presentation of credible threat to the players in the metagame1 (not just the PCs in character), whether or not he or she actually intends to kill PCs or just make them sweat. Ideally, a DM should be able to design sufficently appropriate encounters that this occurs as a matter of course. 23: Remember that the aim of the game is not me vrs them and you don't get 'points' or anything for how many players you kill. Or PCs for that matter. 24: Remember that while the DM's word is final, the DM is not infallible and even the best DM forgets things occasionally. 24a: If a player cites something in the rules that is contrary to what the DM is doing, be prepared to listen to them and then make their rulings based on that information - and be consistent with that ruling thereafter. (At the same time, the player should, once the DM says, "thanks, well, I'm doing it this way," say "righto, chief" and carry on without complaint.) 1Maintaining a credible threat to the players in an out-off game, real (un)life context is entirely optional, but is often helpful... |
| Dog_O_War11-20-07, 11:31 AM | 25: ...know whether or not an encounter is too tough for his PC's. 26: ...pull no punches (that the players know of) 27: ...give circumstance modifiers basd on percieved character actions, but needn't tell the PC's he's doing this every time (gotta have that element of unpredictability) 28: ...have an element of unpredictability - and be able to say that 3 times fast! 29: ...be able to "fake it", even if just for a little while when the PC's get off track of the adventure. |
| DonThelonious11-20-07, 01:15 PM | 30. ...Is patient. 31. ...Knows when to call it a day. 32. ...Rarely, if ever, loses his cool. 33. ...Takes time out to listen to what his PLAYERS want to do and where they want to go, then plans accordingly. 34. ...Is Patient. Worth Repeating:) |
| CryoSilver11-20-07, 01:22 PM | 1Maintaining a credible threat to the players in an out-off game, real (un)life context is entirely optional, but is often helpful... The folding chair of salvation is always in the room when I DM. 35: Is assertive and has some backbone; doesn't back down when he makes a ruling. |
| Someone11-20-07, 01:25 PM | A DM worth his salt would;Cost about 700-1,200 gp, depending on body mass. :P |
| Dog_O_War11-20-07, 02:40 PM | Cost about 700-1,200 gp, depending on body mass. :P :rofl: |
| Hsien11-20-07, 02:58 PM | Have to provide his players blood pressure medicine. 36: Understand that the rules don't cover every "outside the box" crazy scenario/action the players may come up with. Sometimes it's not feasible...sometimes the box needs to be expanded. |
| Axiomatic_vampire11-21-07, 04:44 AM | 36. Doesn't know every rule by heart, but can look it up in under 30 seconds. |
| GeeBee11-21-07, 11:39 AM | 36. Doesn't know every rule by heart, but can look it up in under 30 seconds. 37) ...and (for those of us who know we still have stuff to learn) if he can't do this in 30 seconds, he respectfully listens to the person who can. |
| Artifact11-21-07, 12:35 PM | 37) ...and (for those of us who know we still have stuff to learn) if he can't do this in 30 seconds, he respectfully listens to the person who can. 38-- By the same token, he or she knows how to recognize a rules lawyer and reacts accordingly ;). |
| CryoSilver11-21-07, 02:47 PM | With violence? |
| Narf_the_Mouse11-21-07, 06:23 PM | With the Flying Cow Patrol! (Every time a player munchkins, you drop a flying cow on his character. Flying cows do infinite damage and can see the future) |
| Prof. Pacali11-21-07, 06:57 PM | A DM worth his salt would; 1:take the time to create an adventure or two, instead of only using premades (not that there is anything wrong with premades). I object to this as being a test of whether a DM is good or not. I have been playing in the RPGA's Living Greyhawk campaign for nearly three years, and I can tell you that the true test of a DM is whether he can take an awful module and make it an experience to remember. Anyone can do a good job running their own stuff, it takes a genius to take someone else's material and make it better. |
| navar10011-22-07, 01:52 AM | not enjoy killing off player characters, let alone a TPK, let alone count as if a badge of how good a DM they are. |
| Narf_the_Mouse11-22-07, 03:07 AM | ...Not tell people how they should play the game, only tell people how they, themselves, like to play the game? I started up an old-school style dungeon crawl on a forum; nine players within a few days, with about four requests to join after that. It's dropped to six because a few people left and because I found more than that too much work, so I didn't accept any join requests. |
| Illithid0011-22-07, 03:51 AM | ...Accept that the campaign is a story that's a collaboration between the DM and all of the players. NOT a story for the DM alone. |
| SokenzanMarauder11-22-07, 04:10 AM | With violence?Amen! |
| Mooncalf11-22-07, 11:18 PM | ...appreciate when the players play smart and employ their feats/skills/abilities/spells/items in constructive ways to improve their situations, instead of just rushing the foe and hope to survive. (Had a DM who thought negating every unique advantage and negating every plan and tactic we employed was a good idea, because we'd "have to think on your feet instead of using that stuff to turn it into a cakewalk". Result? We stopped planning ahead because it became just a waste of time.) ...take no bull from annoying arguing players. ...never lose his temper from having to deal with annoying arguers. ...never take out his/her frustrations on the game or on the PCs. ...remember the importance of having fun for all. |
| CosmicChaos11-23-07, 04:41 PM | Mooncalf, ...never take out his/her frustrations on the game or on the PCs. I have to disagree with this one. A good GM can channel their bad day/month/year into devastatingly inventive games. Well that is my excuse when I plan for 70% party attrition due to my bad day. I warn the players in advance. Strangely, only one or two end up dying. :( Not enough blood... Just kidding. I actually don't have a problem if they all survive my death trap of the day, it shows that they are inventive. |