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Switch to Forum Live View What Makes a Good DM?
1 year ago  ::  May 16, 2012 - 6:42AM #1
wrecan
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Date Joined: Jun 23, 2005
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Recently, I created a poll to ask people what player-based skills the game should reward.  This got me thinking about DM skills.  Now, I don't think we can ask what DM skills the game should reward, because truly, most people want their DMs to be a master of everything.  Rather, I think the more appropriate question is as follows:

What is the minimum competency a DM should possess to be considered a good DM?


I've broken the DM skills into seven "professions" and created a poll for each that asks you to vote for the minimum level of competency you believe a DM should have in that profession.


The polls will last for one month.  Please feel free to leave a comment below, or leave a comment at the associated blog article.


ACTOR


A Dungeon Master must embody a variety of different characters from regal monarchs to leprous beggars.  The extent to which a DM can "sell" these characters as believable, the more immersive the roleplaying experience is for the players.  How much acting skill should a DM possess?



DEMIURGE


A campaign world is crafted.  Even when a DM runs published adventures, he must weave them into a coherent world.  The more plausible this world, the more the players can anticipate events and participate in the world's activities as full partners.



FIELD MARSHAL


D&D can be seen as a series of encounters.  A DM must often run a whole cadre of opponents who must act to counter a strategically advanced party. In this milieu, it is one DM against four or more players.  How much skill does a DM need to design and implement a challenging encounter against a team of adventurers.



GAME DESIGNER


Sometimes a DM needs to make up a rule on the spot.  To do so, they might consider all the traditional hallmarks of game design: elegance, simplicity, balance, and flavor.  Some go outside the box and create their own monsters and NPCs.  Some DMs go further and design their own spells, skills, and classes for their players to use.  Whether you are making an ad hoc ruling, creating house rules, or designing an entire subsystem, the DM is taking on the role of a game designer.  but how good a game designer must he be?



JUDGE


Rules disputes happen.  It's a fact of life.  The DM isn't an advocate for the NPCs -- he is the referee.  Sometimes players will have rules disputes amongst themselves, and sometimes a player will interpret on if its powers differently than the DM.  Should rules mastery be required of DMs?  How about rules lawyering?  Should the DM be skilled wnough to exploit loopholes in the rules in the course of encounters, if he so chose, even as players try to exploit such loopholes for their own characters?



PUZZLE MASTER


DMs present challenges.  Sometimes they take the form of combat and sometimes they take the form of ethical decisions.  Sometimes, they take the form of puzzles.  A puzzle need not be as obvious as sphinx' riddle.  It may be more of a logic puzzle, where the players are presented with a variety of competing interests and they must determine who is right and who is wrong.  Murder mysteries, political thrillers, social cat-and-mouse, are all types of puzzles that have found a place in D&D at one time or another.  How adept must a DM be at crafting intricate plotlines to challenge the players?



WRITER


Adventuring is all about the story.  Whether you run a sandbox campaign or a railroad campaign or something in between, you are still primarily responsible for crafting an engaging story.  Whether it's devising interesting NPCs, or fascinating locations, or adventure hooks, a DM writes the material to entertain the players.  Must a DM be Shakespeare?  J. K. Rowling?  A dime-store novel hack?


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1 year ago  ::  May 16, 2012 - 7:46AM #2
JayM
Date Joined: Aug 31, 2007
Posts: 2,233
The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.
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1 year ago  ::  May 16, 2012 - 7:52AM #3
Artifact
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Date Joined: Dec 8, 2003
Posts: 3,180

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.


+1

 

/\ Art
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1 year ago  ::  May 16, 2012 - 8:10AM #4
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

May 16, 2012 -- 7:52AM, Artifact wrote:

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.


+1

 




+1. I voted for "Amateur" in both Puzzle Master and Writer, but they are not exactly required for everyone. They are for me, and as usual I try to represent myself in the polls.
The only skills a DM really really needs are Judge and Field Marshal. Though the more the merrier. 

Are you interested in an online 4E game on Sunday? Contact me with a PM!

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Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


Ideas for 5E
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1 year ago  ::  May 16, 2012 - 8:20AM #5
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,467

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.




I disagree.  If you don't include them, then you're not a GOOD DM.  You're simply a DM.  Probably an average DM, but definately not a good one.

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1 year ago  ::  May 16, 2012 - 8:26AM #6
TheMormegil
Date Joined: Aug 19, 2007
Posts: 2,064

May 16, 2012 -- 8:20AM, Maxperson wrote:

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.




I disagree.  If you don't include them, then you're not a GOOD DM.  You're simply a DM.  Probably an average DM, but definately not a good one.




Read wrecan's question again.

Are you interested in an online 4E game on Sunday? Contact me with a PM!

Spoiler: Show
Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.


Ideas for 5E
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1 year ago  ::  May 16, 2012 - 8:31AM #7
Jharii
Date Joined: May 3, 2008
Posts: 6,136

May 16, 2012 -- 8:26AM, TheMormegil wrote:

May 16, 2012 -- 8:20AM, Maxperson wrote:

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.




I disagree.  If you don't include them, then you're not a GOOD DM.  You're simply a DM.  Probably an average DM, but definately not a good one.




Read wrecan's question again.


Maybe he should change the topic's name, then.  They conflict.  I also answered as it pertains to "good" DM's.

Reflavoring: the change of flavor without changing any mechanical part of the game, no matter how small, in order to fit the mechanics to an otherwise unsupported concept.
Retexturing: the change of flavor (with at most minor mechanical adaptations) in order to effortlessly create support for a concept without inventing anything new.
Houseruling: the change, either minor or major, of the mechanics in order to better reflect a certain aspect of the game, including adapting the rules to fit an otherwise unsupported concept.
Homebrewing: the complete invention of something new that fits within the system in order to reflect an unsupported concept.

Default module =/= Core mechanic.
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1 year ago  ::  May 16, 2012 - 8:55AM #8
MWSAber
Date Joined: Mar 27, 2008
Posts: 588
I answered as I would hope the DM at the table would be.  To me, being able to run encounters and know the base rules is VERY important.  The other stuff is "Flair" (do you have the required nomber of pieces?)



Acting, Puzzles, Demiurge are all bonus features if done well.  Judge and Marshall are deal breakers if done poorly
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1 year ago  ::  May 16, 2012 - 9:03AM #9
Butcha
Date Joined: Jun 29, 2008
Posts: 323
I think the answer to this question depends on the group he would be DM:ing for. For me personally I would value each trait as follows:

Actor: Cool bonus, but not important to me. If I get a few attributes describing the character I can envision the acting well enough in my imagination.

Demiurge: This is more important. I do not want the campaign world to be self-contradictory. It does not need to be all that great though where everything makes perfect sense for the world.

Field Marshal: I'd rather they be imperfect in this regard. I want to face encounters that are too hard and too easy once in a while. Encounters that feel too reliable are likely to become boring to me.

Game Designer: Not important... Everyone at the table can work together with this. The DM just needs to be a good judge.

Judge: Important. The DM needs to keep the table working and happy.

Puzzle Master: Cool, but not necessary.

Writer: The most important trait to me. If the story is good enough, pretty much everything else can be utter crap and I'll still be a happy player. Conversely, if the story is crappy enough, no battles in the world can keep me interested.



The Character Initiative Show



Every time you abuse the system you enforce limitations.
Every time the system is limited we lose options.
Breaking an RPG is like cheating in a computer game.
As a DM you are the punkbuster of your table.
Dare to say no to abusers.
Make players build characters, not characters out of builds.





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1 year ago  ::  May 16, 2012 - 9:21AM #10
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,467

May 16, 2012 -- 8:31AM, Jharii wrote:

May 16, 2012 -- 8:26AM, TheMormegil wrote:

May 16, 2012 -- 8:20AM, Maxperson wrote:

May 16, 2012 -- 7:46AM, JayM wrote:

The only two a DM really needs to be competent at are the Judge and Field Marshal, because those are the two you can't get away from. With the other factors you can just not include much of them in the game if your bad at them. A good DM needs to be good at some of them to give his game some depth, but it can be any of them.




I disagree.  If you don't include them, then you're not a GOOD DM.  You're simply a DM.  Probably an average DM, but definately not a good one.




Read wrecan's question again.


Maybe he should change the topic's name, then.  They conflict.  I also answered as it pertains to "good" DM's.




Yep.

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