101 Ways to be a Good DM [Archive] - Wizards Community

Post/Author/DateTimePost
Hippokrene

10-24-07, 10:28 PM
1. You know the rules at least as well as your players do, maybe even better.

2. You plan out the game instead of making everything up as you go along.

3. The PCs are the heroes of the story, not your NPCs.
FoulQ

10-24-07, 10:53 PM
4. Not sit on the comp reading 101 threads, but actually planning :P
damixmastermike

10-25-07, 12:05 AM
comparing myself to other DMs and maybe the odd mistake I've done.

5. Don't light one or more of your PC's hair on fire
6. Don't let the candle fall down onto the satin table cloth and/or PC's character sheets
7. Make sure your PC's sister doesn't suddenly wake up and come out of the DM's bedroom and go and take a shower.
8. Allow Ninjas of the Crescent Moon as an NPC class (even allowing them to be a PC class would be stupid beyond comprehension).
9. Not listen to Nickleback
april151978

10-25-07, 11:21 AM
Know that the game is not just about you, the DM Know that the game is not just about the party/players Know the rules in general require certain things to be done ahead of time by players (spell lists, general description, etc) Know what the players want Keep the game going Don't railroad players Keep detailed records
Need I go on?...
damixmastermike

10-25-07, 12:04 PM
1. You know the rules at least as well as your players do, maybe even better.

2. You plan out the game instead of making everything up as you go along.

3. The PCs are the heroes of the story, not your NPCs.

Are you just trying to bash your current DM, cause that's what it sounds like.

I strongly disagree with 2:
A really good DM will be able to make an amazing session related to the campaign's plot line as you go along. This is far superior to having stuff 100%prepared as it allows for the DM to, on the spot, manuveur around the PC's decisions and still encompass story progression while allowing the PCs a fair amount of freedom.

(I can do this except for the amazing part)
Nomad16

10-26-07, 01:59 AM
A really good DM will be able to make an amazing session related to the campaign's plot line as you go along. This is far superior to having stuff 100%prepared as it allows for the DM to, on the spot, manuveur around the PC's decisions and still encompass story progression while allowing the PCs a fair amount of freedom.


Couldnt agree more...

I prepare a storyline, a timeline, design my dungeons (and attach descriptions), write a bit down about each npcs temperament and personality...then i run it

I find that not over preparing keeps me from rail roading. I keep a good list of episodic side adventures and a few generic dungeon layouts with descriptions on stand-by in case i get one of those "lively" groups. But for some reason my groups need me to prod them along otherwise they just kinda sit there role playing nothing, then after 30mins they look at me and say "what are we doing?"
Erk_

10-26-07, 02:34 AM
really, I would say it is just
9. Tell an interesting story in which your players have a vital role,
10. Be willing to change your story to suit the unexpected, even in major ways, and
11. Be able to make your changed story as appealing to you and the players as the original.

Got those three and you've got it all... the rules don't really matter after that.
1 ton ghost

10-26-07, 02:04 PM
-insist host have a good place: no loud kids, $hitty roomates, actual space
-encourage PCs to do some of the legwork: get out grid map, mini, etc., not just sit there impotently and wait to be spoonfed
-keep a chronological record of important events; time, weather, encounters
-don't pull any punches. if you do, they will expect it as a crutch, slags learning
-don't play favorites: must be careful as g/f's now and past have been PCs, don't want to provoke others
-firm but fair dialoguing, ok to talk about related movie/book/etc. for a moment or 2, but get back on track quickly. mention clock is still ticking
jasmith

10-26-07, 02:52 PM
-insist host have a good place: no loud kids, $hitty roomates, actual space


Ah, as DM and host I have to jump on this one:devil: . Insist that players be relaxed enough to realize that life is messy and kids are sometimes loud:cool:. Not that I care about any particular person's playing preferences, but if someone is too uptight to deal with my 4 year old occasionally running into the den and wanting see their dice, then I wouldn't want them at my game or visiting me for any other reason. :rolleye2:
Death-Knight

10-26-07, 03:39 PM
<insert number here> Burn your players as often as possiblie

5 Flamestrikes
15 flame strikes
10 flaming spheres
10 Immolts
then, just to make sure...
25 Flame strikes!!!!
KillerGM

10-26-07, 04:05 PM
I strongly disagree with 2:
A really good DM will be able to make an amazing session related to the campaign's plot line as you go along. This is far superior to having stuff 100%prepared as it allows for the DM to, on the spot, manuveur around the PC's decisions and still encompass story progression while allowing the PCs a fair amount of freedom.

A-frelling-men.

Remember: You're not writing a story. You're running a game. Leave your ideal of being the next Tolkien/Jordan/whoever at home.

Consistency, consistency, consistency. This kind of goes back to the above - don't change things just because of your precious story. If a PC lucky crits the BBEG, run with it. Don't make his action meaningless.

Don't focus on one player over others.

Don't have one solution to problems - heck, don't have any pre-planned solutions to your problems. Let the players figure it out, and go with what makes sense!

Ok, I'm done ranting... for now... ;)
VulcanStormwrath

10-26-07, 08:39 PM
Know where your players what their characters to be 5 and 10 levels from current, and within reason, give them the tools they need to get there.
1 ton ghost

10-27-07, 12:30 PM
Ah, as DM and host I have to jump on this one:devil: . Insist that players be relaxed enough to realize that life is messy and kids are sometimes loud:cool:. Not that I care about any particular person's playing preferences, but if someone is too uptight to deal with my 4 year old occasionally running into the den and wanting see their dice, then I wouldn't want them at my game or visiting me for any other reason. :rolleye2:

voice of experience, or is this an agenda?
appreciated, but when a PC or I drop the "f-bomb", describe a violent death, an intimate or sexual encounter, any mature theme, it is well that children are not present.
futhermore, yong children haven't the discipline and patience often enough to respect someone's carefully painted minis (damaging them often or moving them around the map when no one is around and screwing the last encounter), books (nothing like a glass of koolaid on your DMG), and typically no bearing on ettiquette; frequently interrupting, no indoor voice. children are ulitmatley very egocentric, and i know, firstly, it's nature's defense mechanism, but if it's no hemmed in socially when there's no threat, it ruins not just the parent's game, but all parties involved.
if they're polite, patient, don't screw up the game or just walk in to ask for a drink or something in a calm fashion, yeah, no problem. i've even plopped down my friend's son (5) and was giving him a crash course on different monsters, "what's this jimmy?"
"a dragon!"
"right, what color is it?"
"blue."
"and what's that mean?"
"he lives in the desert and is bad."

makes them feel included despite the fact they're too young to learn the rules. ironically though, by doing this, he has a leg up when his old man wants to groom him to play.
Timespike

10-27-07, 12:39 PM
I take issue with the bias against fly-by-the-seat-of-your-pants GMing. I've done it intentionally for a campaign that ran from level 5 to level 21 over the course of a year. My players STILL talk about that game, even though it was years ago. It went great. The only advance planning I did was NPC creation, and I didn't even use half the NPCs I made.
jasmith

10-27-07, 06:48 PM
voice of experience, or is this an agenda?
appreciated, but when a PC or I drop the "f-bomb", describe a violent death, an intimate or sexual encounter, any mature theme, it is well that children are not present.
futhermore, yong children haven't the discipline and patience often enough to respect someone's carefully painted minis (damaging them often or moving them around the map when no one is around and screwing the last encounter), books (nothing like a glass of koolaid on your DMG), and typically no bearing on ettiquette; frequently interrupting, no indoor voice. children are ulitmatley very egocentric, and i know, firstly, it's nature's defense mechanism, but if it's no hemmed in socially when there's no threat, it ruins not just the parent's game, but all parties involved.
if they're polite, patient, don't screw up the game or just walk in to ask for a drink or something in a calm fashion, yeah, no problem. i've even plopped down my friend's son (5) and was giving him a crash course on different monsters, "what's this jimmy?"
"a dragon!"
"right, what color is it?"
"blue."
"and what's that mean?"
"he lives in the desert and is bad."

makes them feel included despite the fact they're too young to learn the rules. ironically though, by doing this, he has a leg up when his old man wants to groom him to play.

Experience, since I've been DM'ing for 24 years, 4 as a parent. Dropping f-bombs is unnecessary, and we're imaginative enough that we don't have to use graphic descriptions if my son happens to walk into the room. My child has never "ruined a game," or anyone's enjoyment of a session. Many years ago, I played in a game where another DM ruined everyone's session, because he was so afraid his child would cause problems that he spent all his time yelling at the kid, displaying a complete lack patience, parenting skills, and understanding. From your post, it appears that children get on your nerves for some reason. No agenda, you're perfectly free to live in whatever reality-tunnel you wish to. :D
Vaval

10-27-07, 06:57 PM
Only allow people you know you will get along with and will get along with eachother into the game, it saves alot of trouble.

Also

As much as you may want to, dont favor people you are sleeping with's PC, I've left games cause the DM has done that. If it causes tension with your partner quit playing D&D altogether.
Timespike

10-27-07, 10:24 PM
1. Figure out what your players want out of a game.
2. As much as it doesn't infringe upon your enjoyment or the enjoyment of other players, give it to them.
1 ton ghost

10-28-07, 03:43 AM
Experience, since I've been DM'ing for 24 years, 4 as a parent. Dropping f-bombs is unnecessary, and we're imaginative enough that we don't have to use graphic descriptions if my son happens to walk into the room. My child has never "ruined a game," or anyone's enjoyment of a session. Many years ago, I played in a game where another DM ruined everyone's session, because he was so afraid his child would cause problems that he spent all his time yelling at the kid, displaying a complete lack patience, parenting skills, and understanding. From your post, it appears that children get on your nerves for some reason. No agenda, you're perfectly free to live in whatever reality-tunnel you wish to. :D

you're taking things out of context out here in ye ole' reality tunnel...classy;) , btw.
"often" doesn't mean "always" too.
it wasn't an accusation but you seem to regard it as a perceived slight for what it's worth. why btw? i don't care for good/ill how you parent/game, it's none of my business, and if i did, i wouldn't say on here anyway, it's undignified and rude. why so personal/pi$$y?

my positition (as previously illustrated): kids are fine to have around when gaming, but you must make concessions and provisions for the sake of them and your guests. doing otherwise is in bad form/parenting IMO. these opinions, not facts mind you (try and rember this) were for the benefit of PCs, not for alienating children as your interpretation seems to indicate. i assure you, it was not mine.
my example consists of loud, obnoxious, needy kids lingering too long, interrupting just cuz' adults are around doing stuff, etc. it effects more than 2 ppl.
if they can sit quietly, read books, keep the ?s down during RP scenes, check the minis, whatever, that's totally fine. i encourage that initiative. but i think an option should be made available to them so they don't feel the need to interject constantly or feel left out. rent them a movie, playstation/Wii/etc. in other room, something, anything. just consider your guests.
no one is intentionally cursing around any kids i've seen near gaming, but you might be unaware, accidents happen. gaphix/mature themes: reducing a game to hack n' slash "you hit/you miss" sucks when you could actually describe it (which a youngin' might find ?'able). i do/said this out of consideration for the parent/upbringing, not your approval.
these were hypotheticals, not sneak attacks. you're getting personally involved given your affiliation as a parent, not the parent(s) in question. taking 1 example and making broad, overgeneralizing statements from that as maxim is not an accurate rebuttal.
and no, kids don't get on my nerves; most of the tours i give are to grade school field trips, volunteered for sunday school at church (K-4th), and have taught art to many children as well. at the expense of humility, surely you can appreciate that.