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| #1BarkyJan 23, 2015 16:59:26 | I last DM'd back in the mid-80's, and I really hated how I ran those games. Some of the mistakes I think I made:
In my new campaign, 30 years later, I'm trying to fix things.
What past DMing mistakes have you managed to correct?
(cross-posted from my own WOTC blog http://community.wizards.com/content/blog/4180736) |
| #2bawylieJan 23, 2015 20:08:29 | "wrote a convoluted series of skill checks the player must complete in order to decode it (if you follow the odds, he basically has to study it full time for a couple of weeks to understand and be able to start to copy the spells down "
Oops. While everything else is great, this bit sounds like tedium. Have you considered writing a D&D-themed crossword instead? Or even one related to your campaign? I mean, if you've got to go through some kind of cypher, I feel like it should be fun.
(Unless I'm wrong and it's totally fun).
My own sins? Largely same as yours. Sins of youth and inexperience. Then later, sins of apathy. Now I bring my A game as much as I can. |
| #3Coredump00Jan 23, 2015 22:04:43 | My very first DMing 'campaign' started with the players somehow coming across a "meeting of the dragons" where the Oriental dragons were meeting with the 'regular' western dragons. (This was soon after Oriental dragons first came out). The 'campaign' was supposed to revolve around an upcoming war between the two factions. The initial adventure was Soooooooo bad we never got to session 2. (hence why 'campaign' is in quotes) I had everything for the meeting all planned out, and there was really nothing for the PCs to do except listen to me talk about what was going on in the meeting.... boring, unempowered, helpless, tedious.... afterwards even I realized there should never be a second session.
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| #4NevvurJan 24, 2015 9:39:02 | As a younger GM, I took joy in killing PCs. To the best of my recollection, I didn't use any 'Gotchas!' but I laughed in the players' faces when their characters died. I understand better now how invested some players can become with their character, and deal with PC death in a more dignified manner -- I laugh behind their backs!
But seriously, PCs become (almost) as important to me as they are to their players, because I invest a lot of time in tailoring my stories to them. When a PC dies, it means I have to rethink plot points, and probably discard content I prepared specifically for them. In the distant past (ca. 90's) this was never an issue because the PCs were 'in my story' and not 'driving our story.'
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| (Reply to #2)Nevvur |
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| #6CyberqatJan 24, 2015 17:28:45 | Well, I'm running 5E after not running D&D at all since ealry 3E. I ran an AL game so it was pre-packaged rather then my own design. It was over two nights.
The first night, I was juggling a lot. It was a complex situation and looked tough so I gve them some NPC ogres to bolster the party. When com bat finally happened, I totally forgot some key enemies and the ones they did fight werent as tougha s I had imagined and they toasted them. Thatw as mistake one. and I discuraged them from resting before the next segment...
And I made exctly the opposite mistake and under estimated how hard ot woudl be (it didnt help that they were also down a few party members that night) and I worked them pretty bad and had to go out of my way not to just kill them.
I learned a few things, Among other things i learned that well prepared mages of medium levels in an open environment kick ass in 5E. It also reaffirmed my feelings that balacning D20 encounters is hard. And I really hould have let them take that rest, even if in terms of story pacing it felt like a really strange place to do it.
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| #7BRJNJan 24, 2015 18:45:30 |
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| #8YunruJan 25, 2015 4:06:54 | My first experience DMing was very different. I had a DMPC, but that merely kept the plot going. It was 4e and we were playing the Iron Keep campaign. Rather than interact with the villagers, we went to a bar, which got attacked. The Fighter nicked their weapons, the Rogue nicked the alcohol. We then went drukenly stumbling through town, attacking a caravan because they looked at us funny. It carried on in that vein. Long story short our drunken heroes accidently saved the day thanks to defenestration. |
| #9CatLanceJan 25, 2015 6:08:55 |
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| #10AaronOfBarbariaJan 25, 2015 14:18:11 | Mistakes that I have made are a, luckily, short list:
I've found that the easiest way to avoid mistakes is to only ever focus on the folks at the table having a good time - since hitting that one goal tends to make it impossible to have messed something up. |
| #11jason10mmJan 25, 2015 19:07:59 | I'm in a similar situation. Got called in to DM after a few decades of total RPG inactivity with no "player time" to get back into the swing of things. I did a lot of what you describe. Using player feedback I've changed, but alas I think that I'm just a story driven GM, at least when using my own material and not a published adventure.
Some tips: A) communicate with your players OFTEN. Try to create a non-confrontational atmosphere where they can tell you what they didn't like (felt too railroady, didn't have character agency, not feeling their character, etc) and remember that it's not ALWAYS the DM's problem. Some players are casual "go with the flow" and will be happy just rolling dice, others are demanding, constantly try to find your weak spots and won't just accept your campaign plot drops. Players should adjust to the DM (meet halfway, or leave the game) and not just expect the DM to flog himself into an anxiety attack trying to meet all their expectations.
B) Don't get invested in any of your stuff. That badass NPC they one-shot unexpectedly? Oh well. That dungeon you spent hours crafting and they ignore it? Too bad for them. Either they follow your lead (within reason) or they just do their own thing and accept that the quality of what they experience is limited by the short time limit they impose on you. This is especially troublesome if you are doing a VTT like roll20 where the desire to have stuff pre-loaded is very strong.
C) Have fun yourself. If your idea of DM fun is crafting intricate games with lots of plot events that the PCs occasionally have to just accept, then the party has to be on board or find a different game. Otherwise DMing becomes a chore for you and then what's the point?
D) Take breaks. Make the other players DM one-shots so you can see the game from the player perspective and vice versa. I think being a DM is extremely undervalued by many players (despite most players running from the job like mad) and it is easy to lose your way with no time as a player to recharge the batteries and see other DM styles. If you don't know "what right looks like" it is hard to bootstrap yourself into being a good DM. As kids we tolerated a very different game than as adults. |
| #12RanthalanJan 26, 2015 8:47:52 | My biggest sin as a young DM in the 80s was to be a computer. We treated the rules as simulation algorithms and left everything to chance. Now I'm much more story oriented. (My epiphany came in the 90s reading the game masters book for West End's Star Wars RPG. The section on when a blaster runs out of charges was a single sentence: When it's dramatically appropriate for it to do so.) |
| (Reply to #12)Nevvur |
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| #14iserithJan 26, 2015 11:53:40 | After 25 years, if there's a mistake that can be made, I've made it, learned from it, and carried on. I still make mistakes, sometimes even when I know better. But that's just how it goes. |
| #15OulakJan 26, 2015 12:38:57 | I am guilty of being too soft in combat. When a PC falls, all focus shifts off the fallen PC and they inevitably survive with no problem. This past weekend I had an epiphany: rolling a homogenous group of monsters' attacks rolls at once. For the first time in 7 sessions of DMing 5e, a player was actually fearful for his character after it fell to -14 hp from a kobold sling-line. He also had 2 death save failures which added to the tension, before finally being healed by an ally.
The moral of this story is that sometimes it's appropriate to toss the entire piggy bank rather than nickel-and-diming a PC. |
| #16YunruJan 26, 2015 12:43:10 | Yeah I'm soft in combat as well. Mind you I'm not sure that's a bad thing since no-one I play with likes dying. If it's not fun, why do it? |
| #17Archon007Jan 28, 2015 21:33:07 | My biggest mistake that I still have to work on are: 1) making solutions, instead of problems 2) telling players can't do "x" 3) dragging out mundane tasks
Now I try to do: 1) only worry about the challenge, players never do what you think they will anyway 2) tell them the DC and the result of success & failure 3) do a lot more automatic successes |
| (Reply to #17)bawylie |
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| (Reply to #18)Ranthalan |
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| #20Archon007Jan 29, 2015 16:57:39 |
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| #21NoonJan 29, 2015 19:04:32 | The issue with PC killing is two fold -
1. It needs to be because of player choice - if you force a combat to happen and then the dice kill the player, they are still a little 'but I didn't wanna have a fight'. If you wrote a script that said they have to go to the dread swamp that doesn't make it any better because encounters are likely in the dread swamp, it's just forcing them into something that will then force them into a combat.
2. How do you have any play if the players avoid all the dangerous stuff? Particularly when XP is tied to combat (yes, I can hear you people shouting 'you can assign XP for doing things other than combat, when you're GM!!'. If so then you needn't shout. For you #2 is already solved. But not everyone wants to do it your way). So you're kind of stuck having some very easy cake walk combats to run for if they don't do anything more dangerous. I'm not sure what to do there - make sure the XP per RL hour is atleast half as much as moderate encounters would garner. Granted, they might get to level 20 by killing twig blights, but that's another problem. |
| #22NoonJan 29, 2015 19:24:54 |
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| (Reply to #22)bawylie |
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| #24DarkRexxJan 30, 2015 1:37:53 |
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| #25NevvurJan 30, 2015 2:00:01 | So what is the DM to do? Assign a trivial obstacle a higher difficulty to make the player feel like his random dice rolls are driving the story? Does he make the player roll to walk and chew bubblegum at the same time? I admit I'm being hyperbolic. Killing an opponent should have a tense feel, but that tension does not need to be created by tying the narrative to rolling dice. |
| #26DarkRexxJan 30, 2015 2:11:43 |
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| #27RanthalanJan 30, 2015 8:00:26 | And the player can always roll a 1. That also makes for creative storytelling. "As you lean forward with your dagger, the evil priest sneezes, doubling over and bumping back into you." |
| (Reply to #24)AaronOfBarbaria |
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| #29bawylieJan 30, 2015 9:31:43 | I agree with Aaron. Players "win" a situation or scenario by robbing randomness of its power. They can do this by stacking the deck in their favor (builds, expertise in areas, whatever) or by moving into checkmate. How they go about it is up to them.
But if they've moved into checkmate, I'm not introducing randomness for its own sake - they've won already - they do not require the dice to ratify that win. I didn't throw the ball through the hoop - they did. Earned it already. |
| #30Beldak_SerpenthelmJan 30, 2015 12:50:16 |
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| #31ToucJan 30, 2015 14:02:02 | A few mistakes from the days of old:
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| #32BRJNJan 30, 2015 16:35:06 |
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| #33BarkyJan 30, 2015 19:24:04 |
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| #34BarkyJan 30, 2015 19:41:18 | "B) Don't get invested in any of your stuff. That badass NPC they one-shot unexpectedly? Oh well. That dungeon you spent hours crafting and they ignore it? Too bad for them. Either they follow your lead (within reason) or they just do their own thing and accept that the quality of what they experience is limited by the short time limit they impose on you. This is especially troublesome if you are doing a VTT like roll20 where the desire to have stuff pre-loaded is very strong."
The other day, a really funny thing happened.
-- I created a swamp scenario. -- The clues to the plot monster were supposed to craft a trail of clues to follow. -- The main "plot monster" was to the west. -- I tossed in a fairly unimportant and uninteresting crocodile ambush for flavor.
On game night: -- the party skipped right past all the clues with amazing speed (not entirely true, they did use tracking). -- The main "plot monster" was defeated, and now the party is like "wtf?", and now it's a reverse investigation. Now it's "something attacked us, let's find out why!" instead of "there's something weird here, let's find out what it is". -- The totally pointless, pure filler crocodile ambush WAS THE HIGHLIGHT OF THE NIGHT!! Holy crap I did NOT think that would end up the way it did AT ALL!
You have to go with the flow. Enjoy writing your scenarios, and then enjoy it no matter what happens!
There may be another lesson here, which is "add a lot of variety to your adventures". Throw in mystery, throw in raw combat, have plot monsters and nearly-pointless encounters, toss a lot of stuff together. You never know what will make the night memorable. |
| #35NeonfluxFeb 03, 2015 7:05:07 | Forgetting about npcs in both combat and role playing situations. It's something I always slip up on. |
| #36Archon007Feb 03, 2015 9:04:39 |
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