DM tips from players.

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Empoweredfan
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DM tips from players.

Unread post by Empoweredfan »

I though, since there is already a thread for how to be a better RP'er, that there perhaps should be a thread on how to be a better DM as well. These are taken from various sources, and are mainly concerning themselves with the Pen and Paper game, but I think them very relevant for our make belief world as well. Since deep down in our hearts, we are rely just playing Dungeons and Dragons with one another.

So, Here goes nothing.

One set of tips that are good to remember, one set of mistakes that are good to watch out for. . . and an article that I found to touch on a common issue with Players and DM's.

Eight Rules That Will Make You A Better DM

by Wimwick (Neil Ellis) on January 21, 2010


Admit it. As a DM there have been times when you’ve been stumped, regretted decisions, made a mistake or just wanted to quit. We’ve all been there and we’ve all looked for a way out of the situation. The following eight guidelines follow the KISS formula. Keep It Simple, Stupid. While they don’t cover every situation, they should provide a reliable fallback for DMs.


1.Learn How To Say Yes


The first rule is a fundamental one. Nothing grinds a game to a halt faster than a no ruling. Nothing frustrates a player more than being told their brilliant idea is no good. Nothing creates animosity towards the DM greater than a closed door policy on new ideas or rule interpretations. A no ruling at my normal game usually results in at least one player pulling out the PHB looking for clarification on the rule. It slows things down, it’s a distraction, it’s no fun. Please note this rule is learn how to say yes. There are instances when no is the correct call, but I urge to always consider the possibilities of yes before shutting an idea down. Unless the idea is clearly absurd, learn how to say yes. It will change your gaming life.

2.Learn How To Say Yes


Saying no is lazy. Learn to say yes, challenge yourself and your players to be more creative. You’ll become a better DM, your adventures will appear more compelling and your players will come back each week craving more.

3.Learn When To Call An Encounter


Nothing is more boring that an war of attrition. In higher levels of 4e D&D, monsters can have a ridiculous amount of hit points. Once the tactical aspect of combat is over, the PCs have expended their daily and encounter powers, and there is only one NPC left to kill, call the fight. The exception to this rule is if there is a realistic threat and a strong possibility of a PC dying during what remains of the fight. If this threat is not present save yourself and your players the time and move on. Be warned, you are a DM and therefore a storyteller. Don’t just end the encounter. Describe in detail how the PCs are able to defeat the last monster standing. Use the opportunity to build a sense of drama and accomplishment.

4.Use The Resources You Have Available


There are a lot of tools available for DMs. From mapping to encounter building, official to 3rd party. Feel free to use whatever works best for you. If a resource isn’t readily available during play, then forget it. Don’t decide mid-session that a graphical map displayed on the monitor stored in your garage would be a good idea, because it isn’t one. Don’t look for your player kill d20 that you lost this week because the PCs are cutting through your encounter like a hot knife through butter. Don’t ask to borrow another players Monster Manual 2 because there is a more appropriate monster in that book than what you’ve selected.

5.Be Prepared


I learned this in Boy Scouts and it ties to the rule above. Use what you have on hand, what you’ve prepared and what you’ve committed to before your player’s showed up. Wearing the DM hat is a lot of responsibility, the enjoyment of 4 or 5 other people rests in your hands. So be prepared. Don’t fly from the seat of your pants, be prepared. Don’t create maps on the spot, be prepared.

6.When In Doubt, See Rule # 1


If you don’t know, say yes. If you don’t care, say yes. If it makes sense, say yes. Nothing is worse than a DM who can’t make a decision on a ruling. If you find yourself in this position say yes. Your player’s will love you for it.

7.Let The Dice Fall Where They May


Dice are the random element of D&D. They can make exciting moments heroic and create disasters out of innocent transactions. As a DM you may feel the need to adjust the results of some dice. Some might call this creative cheating on the part of the DM. The final call is up to you, but I’m an advocate of letting the dice fall where they may.

8.If You Aren’t Enjoying Things Stop


I’ve ended more than one campaign early because it just didn’t work out the way I intended or feedback from players indicated that there was a lack of interest in the story I’d developed for the campaign. That’s ok. Best to stop early and abruptly than torture everyone for months. If you find the role of the DM to be too much work, admit it to yourself and get out. If you aren’t having fun doing it, stop.




And here are a few common mistakes. . . that one don't see before it is pointed out to you. (yes, me too. . . all too many of them really.)
Common Dungeon Master Mistakes

by Mike Shea on 26 November 2012

It's often better to be positive than negative when writing advice for dungeon masters. Sometimes, however, it is worth looking at the bad so we can better understand the good. Today we're going to look at a handfull of common dungeon master mistakes. These are mistakes we might often see, might often even do, and might spend some time learning to avoid so we can run the best D&D game we can. Let's put our egos aside and dig right in.

A potential indicator your game isn't resonating with your players

Above: Keep an eye out for potential indicators that your game is not resonating with your players

Forcing your story

We love our stories. It's what got us to play D&D in the first place. Our drive to tell stories often gives us the desire to run games. It's a hard thing to remember that you don't create the story, the group does. D&D stories aren't written — they're created during the game.

We all know this. It's an easy thing to say. It is equally easy to forget it and let our overactive imaginations run wild, building seven volume epic stories that push players from point A to point B.

This is a big problem and you're going to hear a lot more about this on the site over the next couple of months.

Saying "No"

We DMs can often have a path already laid out in our mind. We have an expectation for how an campaign, adventure, session, or battle will go and when it doesn't go that way, we start to bring down the iron doors. Players start to figure out interesting ways to move things in a new direction, like the players in Chris Perkins's game who nuked an entire adventure area instead of playing it out like they were supposed to.

Saying "no" shuts down interesting pathways players create. Yet it's these very pathways that make our world live and breathe. Instead of shutting things down, take the D&D improvisation tip of Steve Townshend and learn how to say "yes, and".

Losing our shit

This is a big personal failing of mine. Sometimes in our D&D games, things just don't go like we want it to go. Players find a broken rule or an exploit in their character design or the dice just don't go our way and we blow our stack. We lose our patience.

We're all here to have fun and enjoy the game. The tighter we squeeze, the more pissed off we can get when things slip through our fingers.

Take it easy. Relax. Be patient. Don't rush through things. Try to do less in each game so you're not in a rush.

Ignoring the desires of our players
Everyone comes to the table with an expectation for the type of game we want to play. As a DM, you owe it to yourself and your players to take the time to figure out what sort of game they want to play. Engage in some character building sessions before you get too far into the game so you have an idea what people want. If everyone wants to roll some dice and stab some monsters, they're going to be disappointed with your intricate nuanced take on Tinker Tailor Soldier Spy. If they're looking for some interesting political and economic storytelling, don't throw them seven levels down into the pits of dispair. Give your players the right balance of combat, exploration, and roleplaying.

Between sessions, ask them what they want. Ask them how things have gone and listen to them without getting defensive if they offer up suggestions for how things go forward. You'll all have a better time in the long run.

The above mistakes come down to a single problem: taking too much control over the game. Don't forget that the group drives the story, not the dungeon master. These mistakes aren't the only mistakes, however. In my quick Twitter survey, folks mentioned being underprepared as another common mistake. We're going to take a bit more time to discuss that one in the future. In the mean time, take things easy, focus on the seeds of adventure, and let the game get a little out of control. We'll all be happier for it.

And this article because I really think it sums up what we all want.
Steve Townshend on Dungeons and Dragons Improvisation

by Mike Shea on 21 May 2012

Recently on D&D Insider, Chris Perkins wrote an excellent article called Triple Threat discussing the importance of improvisation in D&D. When I read the article, the first person to come to mind was Steve Townshend. Steve is the co-author of Madness at Gardmore Abbey, Heroes of the Feywild, the Monster Vault 2: Threats to the Nentir Vale, and was a professional theater actor. I recently recorded a one-hour podcast with Steve on the topic of adventure design.

I reached out to Steve and asked him the following question:

"What can dungeon masters do to improve their improvisation techniques during their D&D games?"

Here is his reply posted with permission. I made some slight edits and added subheaders and emphasis to certain sections.


Steve's Reply

Yes, I can comment on this topic.

Chris talks about building confidence through experience, and that experience informing / feeding your intuition. This is all very true.

Here are a couple other things, some personal, some general.

Personal anecdote

I spent my 20's as a professional theatre actor and an improvisor (which is very rarely professional, since most improv is unpaid). In that time, I performed for audiences across the U.S. and Canada. I played for audiences up to 2,500 people. Playing for huge crowds was a regular thing I did. AND YET...

And yet, every time I got up in front of the 5 or 6 players (my friends) at the game table with an adventure of my own creation, I was nervous. Anxious. Stressed. So if you have that feeling, it's totally normal. You're human. You just humble yourself to the process and get it done. One thing that helped with that — and I think Chris may have mentioned this as well — was realizing that everyone is there to have fun. Their fun doesn't live or die based on how good my adventure is. It usually comes from the players trying interesting things and me saying, "Okay, that happens. And then here's what happens in response." In other words, and to be entirely cliche, "yes, and."

Group storytelling

The Dungeon Master's Guide 2 has a chapter on group storytelling that's absolutely wonderful. I believe Robin Laws (who watches a fair amount of improv in Toronto) wrote that chapter. The group storytelling chapter encourages the DM to throw the ball back in the player's court when you don't know the answer to a question or it's not all that important to you or maybe the player already seems to have a clearer idea. This is really just the way an improv team works. If you're in an improv group, you all make up the show together on the fly. Each member of the group starts scenes, furthers the story, etc. Now think of a game like Fiasco, that's essentially a long form improv loosely disguised as an RPG. There's no DM in Fiasco — you're all responsible for creating the story. Now think of your D&D group as your improv team.

Your group is your team, not your audience

I'll say that again: think of your D&D group as your improv team.

Your TEAM.

Everyone is there to contribute to the story. It is not all on you, as DM, or all about you. I'm repeating this over and over again because it's an important concept to grasp. As DM, you start the story, usually. You set the scene. But when players want to try something, they're initiating a new scene or introducing a new idea that it's your responsibility to react to and incorporate.

The more I've been thinking of my group as my TEAM, the more I've been delegating to them. If someone asks me what something looks like and I don't have the foggiest idea, I say, "You tell me. What are you picturing?" And then we craft that image together. But that person already has an idea. One example I used a while ago was a pillar in an ancient elven tomb. I asked the player what he thought it looked like. He works as one of the education directors at the Museum of Science and Industry, and he'd been looking at a narwhal horn that day. He described the pillar having a curling pattern that showed the transition of the elven race through time. He thought of that because he'd been looking at the narwhal horn earlier that day. I, however, had not been looking at narwhal horns. I had merely placed a dungeon tile on the board that had pillars on it and pillars make tombs look cool. The player put life into that description and made it real for all of us.

I want to put down a list of tips for improv, but you know it really comes down to listening to other people and honoring their ideas. Del Close was one of my teachers; he used to say improv was "the last movement of the counter-culture. It was about people loving and taking care of each other onstage." He said we were to be "poets and geniuses and acrobats of the heart."

Acrobats of the heart

What's that? That's when you're role-playing and you make a choice based on how you feel emotionally. Not what your stats say. Not necessarily the optimal move. You say or do something in a game because that's the way you (and by extension your character) feels emotionally. Another thing Del used to say was that a character is not a mask to cover or hide you. You don't "act like a doctor." How does a doctor "act?" A doctor's a person with the same emotions, loves, and fears as you have. A character isn't a mask, but a straw hat that you tilt one way or another to show different sides of yourself. Every character is you in some way, and uses your emotions. There is a serial killer inside you, and there is a saint. Being an acrobat of the heart is about investing in that character, what he or she will do in any given situation, and reacting to it. I once asked a different teacher, Bob Dassie, what to do when I didn't know what to do in a scene. He said, "Whenever I'm lost in a scene, I say how I feel."

This is good advice for DMs playing NPCs. When you're stuck, say how your feel, or... as my Meisner-based acting teacher, Kathy Scambiatterra of the Artistic Home, would say, "speak your truth." It's a great thing to do when you're lost in improv or your nervous. Speaking your truth just cuts through all the intellectual bullshit you've got going on and cuts right to the heart of a scene.

So let me reiterate:
1.Think of your group as a team
2.Everyone on your team is making the game
3.Someone wants to try something, go there. Try it.
4.Speak your truth
5.Don't be an (hero)

I haven't talked about #5 yet. I usually don't think I have to, but in the gaming crowd it can't go unsaid.

The other players are your team. Presumably your friends. If someone ever seems upset about your brilliant role-playing move, whether you're a player or the DM, start with, "I'm sorry. I totally didn't mean anything by it personally." After that, you can discuss your choice and move on.

If you have to defend yourself with, "but that's what the character would do / I'm only playing the character," you are probably an (hero) and you lose.

In any kind of improvisation you're on a team, and it's not about you. It's about the group, and your relationships with those people are what make your game awesome.

- There. There are probably many more tips and tricks out there, but these are enough to get thoughts in motion. They certainly were for me. All in all, if this is of interest, there are tons and tons of tips on how to be a better DM out there. Always worth to take a look at.

Have fun, and good luck.

Sources:

http://slyflourish.com/dm_mistakes.html
http://slyflourish.com/dnd_improv.html


: This post is meant to be constructive, and in no way criticsm of the DM team. Nothing here should be an attack on the DM Team or any single DM in any way. They work hard, tries their best to make things fun for us players, and probably get enough grief as it is, so this here post should not add to that. Let this be helpful. And if it isn't, then there is no point, and this thread should be deleted.:
Last edited by Empoweredfan on Wed Apr 23, 2014 2:37 pm, edited 3 times in total.
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Akroma666
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Re: DM tips from a player.

Unread post by Akroma666 »

I think my biggest complaint and recognition is to give attention to the little guy. Not all of us want to be Zhents or Silver Rose, some of us like to be a little rag tag group with dreams of growing to power. Its when DMs over look that group time and time again when they are screaming for attention. Its caused me to quit before, and maybe will again.. But I can say the staff has gotten a LOT better. A lot of the ADM team, most recognized by me is Theo, have begun to actually do little events for groups of 2-4 non guilded members. Really want to say thank you and keep setting a good example.
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Re: DM tips from a player.

Unread post by Akroma666 »

PLEASE don't take my previous post as me feeling ungrateful. I know the DM staff is busy, unpaid, and underappreciated. I just wanted to offer helpful constructive criticism to enhance DM-player experience. Thank you very much DM staff.
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Re: DM tips from a player.

Unread post by breteas »

There is a "rule" in improv theater. This is it:

Never say "no" in a response.

Example: "So your mother ate her own vomit?" (actor one)
(Actor 2) : "No, what are you talking about?"

= End story.

Example 2: Example: "So your mother ate her own vomit?" (actor one)
(Actor 2) : "Yes, she didn't like it much she told me, but regardless, she's fine. Did your mother ever had an experience like that?"

--> Rp follows.

Here's a more DnD focussed example:

*Upon entering the cave, character pauses and listens *rolls* , putting his ear to the wall*

DM: *you hear nothing*

= Dead Rp.

Example 2:


*Upon entering the cave, character pauses and listens *rolls* , putting his ear to the wall*

DM: *you hear something, but you're not sure what, it's coming from so and so (vague) directions*

= RP


Edit: Obviously if a character rolls medium, he hears a LOT of things, if a character rolls epics, he hears EVERYTHING. Lots of fun to be had there :lol:
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Re: DM tips from a player.

Unread post by Xanfyrst »

Akroma666 wrote:I think my biggest complaint and recognition is to give attention to the little guy. Not all of us want to be Zhents or Silver Rose, some of us like to be a little rag tag group with dreams of growing to power. Its when DMs over look that group time and time again when they are screaming for attention. Its caused me to quit before, and maybe will again.. But I can say the staff has gotten a LOT better. A lot of the ADM team, most recognized by me is Theo, have begun to actually do little events for groups of 2-4 non guilded members. Really want to say thank you and keep setting a good example.
The reason for this is many. I can list a few:

1) Focal guilds, or large guilds, are all connected to the lore and history of the server. It's easier to DM for them.

2) Focal guilds, or large guilds, often have had part in the shaping of the server. The Zhentarim has shapen the server over the past year. The Dead Crows have influenced how Beregost is managed, the Radiant Heart influences the Dukes' decision on many areas, Candlekeep's reputation has been affected by the player guild's decisions and so on.

3) There is a metaplot somewhere and it's involving as many focal or large guilds as possible, within the context of its nature. The DM team needs to get better at giving players the sense that there's something bigger going on, just like the very first time the meta-plot thingie got introduced under Maecius' guidance. We all knew there was something in the air throughout the most of that year, but it finally culminated in the last few weeks of it, revealing the consequences of the actions every guild had made. Hope the DM team gets better at that. Anyway, back to it... smaller groups are often harder to involve in such events than previously mentioned focal and large guilds. Not impossible, just often very impractical. It's good that there are some DMs are focusing on the "small folks", though. Just wish they kept things grounded as much as possible. We don't need huge ancient wyrms at FAI, Giant Chickens terrorising the farmlands or Lich #234242 threatening the Gate. Keep it simple and grounded. Use human antagonists and such. Keep the "special" stuff for the big server-changing events.
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Re: DM tips from players.

Unread post by Empoweredfan »

Something that have happened once with me, is that random NPC's starts to speak around my character. Not directly at me, but just . . .well spoke. The last time, and only time I remember spesifically, was when DM Golem did it. And at first, I had no idea what was happening. . . but it certainly got me to sit up and pay attention. Especially when some drunkard singing forgot the words.

This might not be considered much in terms of DM'ing, but I found it to be a memorable moment all the same. It makes the world come alive around you in a way. It reminds you that the NPC's are there, and on equal terms as you, by simply reminding me that they are indeed there.

So there is a tip, from DM Golem's arsenal. Since this is one of the very first times it have happened to me, to my memory, I don't know if this is normal or not. But as I said, I found the experience pleasant and involving. Even as I kept my character from really being involved.
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Re: DM tips from players.

Unread post by Hitman Hard »

Just more organization all around, instead of waiting for players to log in to continue events-- private message them!
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Re: DM tips from players.

Unread post by DM Cradh »

http://www.bgtscc.net/viewtopic.php?f=10&t=17202

Feel free to use the above link.
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Re: DM tips from players.

Unread post by Akroma666 »

DM Cradh wrote:http://www.bgtscc.net/viewtopic.php?f=10&t=17202

Feel free to use the above link.
I unfortunately don't have time to DM and run a campaign for P&P or I would definitely consider it.
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Re: DM tips from players.

Unread post by Hitman Hard »

DM Cradh wrote:http://www.bgtscc.net/viewtopic.php?f=10&t=17202

Feel free to use the above link.
Wasn't knocking any DM's down, just adding what I thought was helpful advice.
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Re: DM tips from players.

Unread post by mireigi »

I can't say how much I agree with everything in the OP.

A while ago I posted a link from one of my favorite sources for D&D understanding:
http://www.kismetrose.com/dnd/DMTipsTricks.html

It might be worth a re-iteration :)
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Re: DM tips from players.

Unread post by Empoweredfan »

That one is much better. =)

Copied and pasted the guidlines from the link. Thank you.

DM TIPS & TRICKS: THE BASICS

DM Tips & Tricks: Adding Depth to a Campaign
Dungeon Master's Notes Index

I have learned a great deal since I started DMing at the very beginning of this year (2002). I have taught myself, been taught by my players, and even managed to teach my players a few things. I have run across a variety of situations in and out of the game that I have had to deal with. I started myself out on the DMing road, but not everyone has to set out without a compass. I'd like to pass on some things I have learned and/or come to believe.

DM because you want to: Many people start to DM because nobody else will take the job, which sounds like a bad way to start - but it doesn't have to be. Some people discover great enjoyment in the DM's chair and would rather stay in it, and others grow to enjoy the role with time. If you give DMing a good, fair try (for at least three sessions, I should say) and you like it, by all means continue. But if you're not comfortable with it or worse still, loathe it, don't force yourself to continue. Likewise, if you have been DMing for a long time and can't stand it any more, take a break; the game will only get worse for everyone if you hate it. If your players complain, tell them politely that you are on hiatus and that if they would like to try DMing, you would be glad to play (if indeed you feel like it).

DM only as much as you want to: If you want or need to take some time off, do it. While you want your game to be consistent, hopefully you have a life and there will be times when you will want to do something else. Set a comfortable pace for yourself that allows for the rest of your schedule. If you can't run as much as your players want, that's all right; ideally, they should always be left wanting more. Take time for yourself during the game, as well. Eat if you're hungry, or call for a time-out if you want to stretch your legs.

Acquire the books that you will need: Some people go all out when they try something, and they buy every product available. But what happens if you try it and don't like it? For a new DM, I would suggest sticking to the core books (the Player's Handbook, the Dungeon Master Guide, and the Monster Manual respectively). If you want to use a setting like the Forgotten Realms, you will want to have the book required. The books can cost a fair amount of money. If you like DMing and want to expand your library, gather your cash and go for it - but give yourself a trial run. If your friends and/or players have books you would like to see, ask them if you could borrow them. See if they will be of use to you. (I have benefitted from the generosity of my players in this regard.)

Beware of the details: DMs should develop good plots and engaging encounters. It will take some work and some time. But don't slave for hours if you don't need to. Develop your own system for making things easier on yourself. Most gamers have school, work and other things to tend in their lives. Gaming preparation should only take up so much time. Only make NPCs from scratch if they are going to be important (all major villains should be customized for maximum effect). Use the charts available in the DMG for your assorted-variety NPCs. Write down what you will need so you don't have to flip through the books. Write out encounter sheets beforehand (listing the character names and the enemy so that you can write down initiative scores and get right to the fight). Keep it short, sweet and to the point.

Develop the game for everyone: Examine your players. Find out what they like to experience in a game. Do they like gold? Does one like magical items? Does another player like intrigue? Do your players like combat once in a while? Do they like the nuances of travel? Try to weave into your game the elements that your players enjoy, and spare some room for what you enjoy, as well. You will have to find a balance, so that everyone gets a little bit of what they like. It will make the experience more pleasant and the game easier to run if you include yourself in the equation.

Consider the possibilities: Try to make your world more than a clear-cut divide between lawful good and chaotic evil. Try to add the other parts of the spectrum. Not all good folks want laws. Not all evil folks go around slaughtering everyone in sight for shits and giggles. Have a look at my work on city alignments to get an idea of what I mean. Your players will be kept on their toes, and your setting will become all the richer for the shades of gray.

Make enemies interesting: Try to pick a variety of enemies. Chances are, you will make choices that will throw your players off. You will be able to surprise them. Try to make enemies of monsters as well as of characters with actual character classes. Keep in mind the natural abilities of the enemies and work them into combat tactics. I gave my group a run for their money with a group of araneas (spellcasting and webbing; it was bitch to get to them) as well as with rogue/rangers who really meant to kill them (one was going to coup de grace an unconscious player character and the group freaked). Take the intelligence and intent of th enemies into account. Show your players that their characters aren't the only ones who can think and strategize.

Experiment CAREFULLY with the rules: Everyone has some rule or other that they don't like. If something doesn't suit you, you can try to change it. Be aware that you endanger the balance of the game when you alter things. Try to balance your changes as much as possible. Playtest your changes and admit if they don't work. It seems like every DM has some sort of house rule. I have quite a few. I changed the experience and the treasure because I felt 3E gave out too much. My game is set up to take longer. I still reward the players, however. In my game, all cure/harm magics have the maximum effect; a cure light wounds will always cure the maximum amount (based on the minimum cleric level to make the potion). To balance that boon, I simply took the idea all the way home: all cure/harm magics are at maximum, even for enemies. Be especially careful when creating new classes or monsters. Those things are easily overbalanced.

Play around with roles: People have learned certain patterns in fantasy movies and books. The women get kidnapped. The men go to rescue them. The villain always acts like a villain. Sometimes you can alter small things in the scheme and make it feel new. Instead of the bandits kidnapping the noble's daughter, perhaps she blackmails the leader of the bandits and in essence "steals" them. Perhaps the woman who begs for protection isn't a victim but a cold-blooded killer. Perhaps a man is kidnapped.

Take care with NPCs: I would recommend that you not have your own player character in the game, as you will be inclined to favor yourself. I have seen DM player characters cause deep resentment and strife. Stay away from God PCs. On the other side of the coin, carefully balance your non player characters. Make them into people. Give them quirks, troubles and lives. While some NPCs will have great power, you should try not to make them all-powerful. Everyone has a weakness. Don't forget to include the common folk, too. Who knows how the shoemaker will fit into things?

Develop a DM persona: An effective DM needs to be patient, even-handed, polite and firm. These are not traits that people tend to exhibit all day long (you should see me on the drive home!). They are traits that you should strive for while you DM. Put yourself in a DMing mood. If your players start to give you trouble, take a deep breath before addressing them. Listen to the concerns of your players for a time (you may want to put rule arguments on hold until after the session) but know when to say enough is enough. You will have to teach yourself how to be firm if you don't already know how. You will have to make your decisions in your best judgment and be willing to stand by them. It may be difficult if you are not used to standing up for yourself. It may also be troublesome if your significant other or close friends are in the game. You will have to strive not to pick favorites. You will have to examine your own conduct for fairness. You will have to keep your temper in check. If you are fair most players will respect you, even when they disagree with you.

Don't take shit: Some players are belligerent and rude. Some players want everything their way and they will argue with you if you cross them. Some players just want to take advantage and will test their limits with you at every turn. If a player is rude once or twice, it's understandable. Try to speak to a player about any problems you may have, so that they can have the opportunity to correct their behavior. If a player is constantly nitpicking, bickering and complaining, apply your foot to the floor (or, in some people's cases, to the ass). If a player simply will not listen or comply with reasonable requests, do not waste your time on them. Ask them to leave. If you are holding the game in their house, find some other place for it. Let your players know that you will not stand for being bullied or cornered. Be polite, mind you. You don't even need to raise your voice. Draw your line in the sand and defend it (with words, people, not violence).

Don't be a bully: It is easy to take advantage of your position. You will have to tell people what to do sometimes, just in being a DM. Some DMs go overboard, however, and they start bossing people around all of the time. They set the game up as God vs. Players and get nasty if they don't always win. If you're going to bother with DMing, don't be an (hero). You'll have the ultimate power of creation. You do not need to yell at your players. You do not need to be rude in your rulings. You do not need to make a perfectly enjoyable hobby into a pit of resentment.

Minimize distractions: A lot of gamers have cell phones, pagers and other electronic tracking devices. You will be trying to draw your players into a fantasy world. You will not be able to do that as well if your players are answering their phones throughout the game. Do not be afraid to ask them to turn their equipment off if it distracts you or other players. Do not be afraid to ask them to stop socializing out of character. Do not be afraid to ask them to pay attention. While it is nice for the players to share a joke or two, it is not acceptable for them to speak while you are trying to DM. It is not acceptable for them to read while you are trying to DM. Sometimes, a little reading is necessary so a player can plot out a movement. Once their curiosity is satisfied, however, they should put the book down. (Do you remember your old teachers telling you it was rude to speak/read while they were teaching? You will understand why as a DM.)

Bring the players together: Different houses will require different gaming group arrangements. Some houses are quite small (like mine). Try to center your players in a circle of some kind, or at a table. While they probably won't want to be in each other's laps, it is good for them to be at situated not far from each other. Keeping the players centered together helps on multiple levels (distractions, cheating, chemistry).

Nip potential cheating in the bud: Take a look at your player's character sheets from time to time, if you don't keep them with you. Make sure their stats are correct. Some players will forget a point here or mistakenly add points. You don't have to think of your players as cheaters, but you never know when a cheater will show up. You can avoid problems by having a look and keeping all player rolls public. Some players like to tuck themselves in corners and roll away from other people's eyes. Secrecy can lead to cheating, and cheating can make other players mad. If you don't play at a table, find a place for everyone to roll and make it a central location between your players. I instituted The Box, which has been either a wide shoe box or a box top from a cardboard box. Level surfaces with sides can really help. On another note, try to read up on the spells and stuff that characters are using. Some people misread spells and use equipment incorrectly. Other players deliberately misuse things, so try to keep yourself informed.

Deal with cheating calmly if you can: Many people get pissed off at cheaters, regardless of the forum they are found in. Some people cannot restrain themselves from being rude to cheaters. The problem is that many games are composed of friends. If you find out a friend is cheating, you may not want to foam at the mouth when you tell them to leave. You certainly don't want to ruin relationships because of a game. If you have to take a moment to gather your calm, do so. It is up to you if you want to give a cheater a second chance. It is up to you to accept reports of cheating from your other players. If you see it yourself, at least there is no doubt. You may want to develop a policy and tell your players about it. If you have a zero tolerance cheating policy and you inform your players at the start of a campaign, they will know the consequences they face by cheating.

Discourage metagaming: Some players have the annoying habit of reading the Monster Manual and reciting the stats of monsters as they show up. Suddenly, the whole group is let in on the weaknesses of the enemy you have just conjured. Keep in mind that some players have DMed and thus needed to know a lot about the game. Politely ask that players not speak in gamespeak if at all possible. Try to name magical weapons so that a player doesn't always go around saying things like: "I draw my +1 sword." Ask your players to try to stay in character, and correct them until they comply.

Don't let out of character information in: Other players have a nasty habit of bringing out of character knowledge into the game. Say Devan the Gamer Geek knows all about the monsters in the MM. He's read the whole book cover to cover. Now, if he's playing Nav'Ed, a first level bard, his character probably won't know too much. If Nav'Ed and his group bump into a troll for the first time, the characters probably won't know about the extent of its regeneration and its weakness to fire. Let's say Devan says: "Oh, it's a troll. My character grabs his flask of oil." You have every right to stop him. How the hell would his character know about that? Players like Devan bring out of character knowledge into their character. The point of the game is to play a character and to experience the limits of that character. Make it clear to your players that while you are glad that they are so well-versed, their characters probably do not know as much. If they start using knowledge that their character doesn't have access to, they're going to get called on it. Make them change their actions to suit what their character knows.

Allow for some mistakes: You are only human and you are going to make mistakes. You are going to forget things. Try to know as much as you can, but if you find a mistake, fix it. Apologize nicely and fix it so the game can move on. Allow your players to gently correct you when you are wrong (but make sure they're right). Sometimes they will see things that you will miss.
Nawiel: Stubborn woodpecker from the deep.
- "Responsibility is a curse, importance, an illusion."


Deleniel Vanaer: Wood Elven Sor. . . cook.

If you put your foot in your mouth. . . don't start walking. . .
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