1001 good DM tips [Archive] - Wizards Community

Post/Author/DateTimePost
ShadowDragon8685

02-02-07, 12:45 AM
Just a random collection of DMing tips. But first, some rules, eh?

a: No debating/arguing other people's tips. That's for another thread, not this one.
b: No tips along the lines of "Ignore x", where x is anything or anyone who has or may post on this thread.
c: No directly contradictory tips, as this will only start a flame-war, eh? If you don't like their tip, you obviously know enough not to use it - let the ones who don't form their own, unbiased opinions.
d: No posts agreeing with other people's tips. Again, let the unitiated form their own unbiased opinions. (Take it to a PM)


So, without further blabbering:

1: Vote on house rules as a group, with the people who will have to be under them.
2: Your players are adults, or else mature enough to play D&D. Treat them as such, until they give you reason to do otherwise.
3: If the players have a complaint, listen to it, don't reject it.
4: Don't be a roleplay snob. Some people just aren't as good at roleplaying as others; don't punish them for it.
5: Don't freak out if someone is good at building an effective character. If it's becoming a balance issue, ask her to give the other players advice.
6: Don't put your Paladins in Kobyashi Maru scenarios.
7: Don't be arbitrary. The game has rules for a reason; so the DM and the players will be on the same page.
8: Fudging should not be ruled out of your toolbox, but it should be used extremely sparingly.
9: If it will enhance group fun, even if it breaks the rules, make it a house-rule. (Remember to discuss it)
10: If it is not enhancing group fun, even if it is part of the rules, dispose of it or alter it as a house-rule. (Remember to discuss it)
11: The DM's job is tough; don't take it out on your players. You're not there for them to beat down on, they're not here for you to beat down on.
12: If any number of players, from one to the whole group is not having fun, you are failing as a DM. Discuss the situation with them.
13: Solicit input from the players, preferably between games
14: If you do not know what the real rules are, and looking it up would take too much time, make an on-the-spot ruling and write down the rule you did not know to be looked up after the game.
15: Make a "Quick Rules Look-up" folder (or computer file) containing those rules that are frequently not remembered entirely (falling damage, bull rush, trip, grapple, hardness)
16: Don't punish. You are not a disciplinarian, you're one of a circle of equals. Your position is no more important than that of, say, a chairperson's.
17: If a player is becoming disruptive in an IC sense, talk with him between sessions.
18: If a player is becoming disruptive in an OOC sense, simply halt the game until the situation calms down. If you must eject a player, do so with minimum fuss.
19: Own a copy of every book your players are using.
20: Very few things are truely "Broken". Don't ban entire books on that basis, unless they are third-party.
21: Establish any nessessary "Gentleplayer's Agreements". For example: The DM will not use Sunder/Trip/Disarm/Disjunction if the players do not.
22: Don't make any changes to anything until you've become thoroughly familar with how they work by default.
23: Make sure the players want to play what you're thinking of DMing. If you have an ultra-gritty, ultra-"Realistic", ultra-low-magic setting set up and they want the Forgotten Realms, you're SOL.
24: Make sure you're having fun DMing what the players want to play. If you're not, ask flat-out for something else.
25: Take a break from DMing sometime! It's rough work. At the very least, try to get to be a Player in some other game.
26: Don't be afraid or intimidated by older/more experianced players, or players who are DMs for other games. Remember, you're a circle of equals. (If this point comes into contention, take it outside and settle it in a real Circle of Equals)
27: Keep the following things handy for a PnP game: Stapler (loaded), folders, pack of blank paper, printed up character sheets, spare pencils.
28: Keep the following things handy for an online game: d20srd.org, notepad windows.
29: Don't be upset if the players do something you didn't think of, and don't thwart their attempts to do so.
30: Treasure players who lay out plans; nurture them and allow them to come to the natural conclusion. Do not thwart them out of spite.

Just some random notions to my way of mind. Let's see what yours are.
ConradBland

02-02-07, 01:02 AM
31. Treasure players who are enthusiastic and helpful, whether they plan or not.

32. Don't allow paladins.

33. You are, as DM, not an equal of the players. You are different. You have more control over them in-game, than they have over you. Do not abuse this.

34-1000. Have fun. If the game is not fun, quit playing.

1001. In any rules argument, you, as DM, win.
thompsja

02-02-07, 01:04 AM
31. When suggesting a new rule, outline what the problem is in the current rules, and what exactly, you are trying to achieve by the rule change.
32. As a DM, accept that the players have outthought you and your master trap, and breezed through the scenario. Smile. You can get them into a pickle later...
Boshi

02-02-07, 01:22 AM
36. Be consistent. Don't let NPCs do what is impossible for players to ever do and don't change a rule or let something in that you banned because someone whined.
37. ALWAYS have their be at least two options to any situation.
38. PCs coming up with solutions that you never expected should be treasured, not smacked down.
39. Always remember that D&D in any form is horrifically imbalanced, its your got as a DM to make things balanced without being too obvious about it.
andinel

02-02-07, 01:34 AM
42. Don't force the players to do something they don't want. If they want to take the game a different way, let them.

43. Expect the unexpected from any one of your players.

44. Encourage creativity, especially when it comes to combat.

45. If something isn't working for your game, ask your players what they want to do. Then change it based on their input.

46. Know the rules well. If you don't, make sure you have some fast reference for them.
Artimaeis.iii

02-02-07, 01:46 AM
47.) Remember, just because 3.5 is crafted around battle-mats and miniatures doesn't mean that you shouldn't rely on your imagination twice as often. Embrace imagination and creativity, as that is how a good DM flourishes.
graddlin

02-02-07, 04:51 AM
48) Always be able to think on your -
feet. You never know what a PC will
try to do.

49) Always take a breather before the -
game starts. Clear your head.

50) Don't be afraid to go with the flow.
If your players do something -
contradictory to your plans, follow
along; it may twice as fun!
Geogoose

02-02-07, 12:44 PM
Lots of good suggestions, here one I recommend:

51: Players give DM a flash card with Abbreviated PC stats (different AC's, HPs, Saves, and spot/listen/search/sense motive skills). DM gives players numbered cards which represent items/loot. DM can use the player cards as both quick reference and an easy way to set them on table for inititive sequence during combat. Players get to use the item cards to help facilitate accurate inventory while DM can number them and decode the numbers in DM notes if item has unidentified properties or is important in any way(I.E dagger #43 is a +1 dagger and brass key #2 works on the thief guild entrance). Don't get fancy with pictures or anything, remember this is supposed to save time :)
Thevail

02-02-07, 02:21 PM
52. As the Dm there are times when the characters either succeed spectacularly or fail equally spectacularly, take these moments to really ramp up the description.

On a critical hit that finally takes down the bad guy.."he takes 72 points of damage and drops", is way less inspiring than. " time seems to slow down, you see your blade enter his neck just above the collar bone he looks dumbfounded for a split second before his head spins grotesquely to the left and keeps spinning,toppling off the stump of his neck."
Herald@Large

02-02-07, 04:36 PM
53. Get a good night's sleep the night before.

54. Make sure you sit in a comfortable chair that supports your back properly.

55. Don't try to DM when you're drunk, stoned or ill.

56. Don't play favorites, especially if your SO is in the game.

57. Learn when to say "Yes". ("Sure, you can use silver pieces as improvised sling bullets against that werewolf. In fact, that's a VERY good idea! You'll get an XP bonus for that.")

58. Learn when to say "No" and stick with it! ("No, your paladin may not have a Holy Avenger sword at first level!")
Cryforge

02-02-07, 04:40 PM
59. Make sure that you and everyone in the group understands that people have other commitments beyond the game, and that complications can arise.

*cough*
*cough*
;)
LordThavian

02-02-07, 06:13 PM
60) Dont let players new to the game use templates or monsterous stats for creating thier first characters! Doing so causes those players to get comfotable with that power of creature and will freak if they ever have to play anything from just the PHB!

61) If anything, all players should have their own a players handbook! Having to borrow another PHB slows down the game every once and a while!
Get your own PHB people!

62) Reward for good ideas accordingly! On that note also reward stupid ideas accordinly! (catch my drift! :D)
High Octane

02-02-07, 06:28 PM
63) If you think a rule is broken, take the time to research it all the way through. You might just be missing something.

64) Enforce the limits on a rule before judging it overpowered.

65) Change a rule as little as possible to fix it while still fixing it. Its easy to end up going the other way on it.

66) Items are a lot easier to remove from your game then rules. If the problem involves items, start with them.

67) Make everyone feel useful and thankful they spent the time and points on their preferred skills and abilities.

i.e If you have a rogue who is a trapmaster, have some good traps in the game. If you have a sundering/disarming fighter, make sure some humanoids with weapons comes his way. It shouldnt be EVERY dungeon and every fight, but make sure its useful often enough.

68) Have an extra folding chair. Not for sitting.
Old Sparky

02-02-07, 06:32 PM
69. Plan ahead. Plan lots. Plan for stuff you don't expect to need.
70. Be ready to throw all your plans out the window.
ShadowDragon8685

02-02-07, 06:34 PM
71: Determine how far the extra mile is, and whether or not you are prepared to go it (IE: Using the 70 bucks you were saving for a video game to buy Dunjinni and a combo art pack)

72: If you think it will enhance the game but it costs money, take up a collection. People mind a fifteen dollar hit on everyone a lot less than a 70 dollar hit on only one.
High Octane

02-02-07, 07:11 PM
73) Demand homage to your greatness in the form of snacks. It keeps them in line. And you not hungry.
Hack and Smasher

02-02-07, 07:51 PM
74. Learn to say when "yes", "no" and "you can try" to things.

75. PCs will forgive most things if you let them be cool.

76. Your BBEG is EXPENDABLE and will have minions.
Ampolitor

02-02-07, 08:10 PM
77. dont allow cheese doodles or doritos at the game table unless they have on gloves when they handle books! leaves nasty little fingerprints.
dengarbountyhunter

02-02-07, 10:35 PM
78. Use modelling clay (not Play-doh, real clay) for trees, elevation, low walls, etc. on the terrain that can help visualise the combat better. IT WORKS GREAT for players (and DMs) who have trouble remembering exaclty where is the table the orcs toppled down to get cover. Just remember to soften it BEFORE playing!

This idea is not from me, but hey, I can't remember who to give the credit to... Sorry lad/lass!
Thadias

02-03-07, 01:21 AM
79. If the PCs keep winning... then you have a storyline on your hands. Not every encounter is supposed to challenge them beyond reckoning.

80. The game is D&D, not DM v. PC.

81. If there are 5 people around the table (GM is a person!) then do your best to entertain all 5 of them. Players should do this too!

82. Organization is very important! An organized game runs more smoothly, meaning PCs and DMs have more time to do cool things like adventure instead of uncool things like flip through notes.

83. Most players like to get to know at least a handful of NPCs. Have a few on hand. If they ignore some NPCs and focus on others, then you should follow their interest and reward them for showing interest in your campaign.