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Switch to Forum Live View What Makes a Good DM?
1 year ago  ::  May 17, 2012 - 5:57AM #21
Mablok
Date Joined: Apr 27, 2012
Posts: 503
Nice poll wrecan as usual.   I think at least some of these skills are group dependent.   For example if you have a group full of people adept at min/maxing the rules strategically, then you need a DM that can play the NPCs up to snuff.   Many groups though do not do this so in these cases the DM just needs to be competent.

I voted mostly based on what I thought was a typical D&D group.   Because a DM can be good even if he is not a good fit for a particular group.

On the creative / design side I am probably more demanding.  I have a DM who excels in that area.  He is probably weakest at rules lawyering actually.  We sometimes know a rule better than he does.   But I expect a well defined world, and great flavorful adventures.   Maybe at heart I am of the explorer mindset.
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1 year ago  ::  May 17, 2012 - 7:16AM #22
Chimpy20
Date Joined: Mar 16, 2011
Posts: 469

May 16, 2012 -- 2:23PM, crazy_monkey wrote:

And I hate puzzles.  Loathe them with a fiery passion.  Because I stink at them.  :P     



I think many DMs feel this way. My players love puzzles but I have a hard time thinking of good ones.

I really want to see loads more puzzles in 5e published adventures, to makes us DM's life a bit easier by not having to devise them!

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1 year ago  ::  May 17, 2012 - 12:34PM #23
BronzeMonkey
Date Joined: May 9, 2009
Posts: 259
My thanks to wrecan for creating these excellent polls.  Well thought out and well executed.

Hey Mods, this should be stickied.
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1 year ago  ::  May 17, 2012 - 4:37PM #24
Morbo78
Date Joined: Apr 5, 2012
Posts: 76
Great poll. I think the only thing missing is Improvisation as it's own category.
 Being able to change things on the fly when a player or group does something totally out of left field or if an opportunity arises to do something unexpected yourself when players leave their brass underpants off. 
Some of my groups most memorable moments are the ones that were completely situational and off the top of my head.
 I'll have some ideas on what's involved but it won't come together until it's actually happening. 
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1 year ago  ::  May 18, 2012 - 5:50AM #25
wrecan
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Date Joined: Jun 23, 2005
Posts: 17,727

May 17, 2012 -- 4:37PM, Morbo78 wrote:

Being able to change things on the fly when a player or group does something totally out of left field or if an opportunity arises to do something unexpected yourself when players leave their brass underpants off.



Those are qualities possessed by a field marshal.

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1 year ago  ::  May 18, 2012 - 1:08PM #26
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

May 17, 2012 -- 7:16AM, Chimpy20 wrote:

May 16, 2012 -- 2:23PM, crazy_monkey wrote:

And I hate puzzles.  Loathe them with a fiery passion.  Because I stink at them.  :P     



I think many DMs feel this way. My players love puzzles but I have a hard time thinking of good ones.

I really want to see loads more puzzles in 5e published adventures, to makes us DM's life a bit easier by not having to devise them!




I love making puzzles.  Love it.  I could write a book of puzzles.

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
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Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  May 18, 2012 - 1:40PM #27
Chimpy20
Date Joined: Mar 16, 2011
Posts: 469

May 18, 2012 -- 1:08PM, Kalnaur wrote:

I love making puzzles.  Love it.  I could write a book of puzzles.



Perhaps you could make a separate post with some ideas for interesting puzzles, in dungeons and outside, we can use :-)

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1 year ago  ::  May 18, 2012 - 8:32PM #28
CCS
Date Joined: Nov 27, 2006
Posts: 3,535
I think that the only way to determine wether or not a DM is a "good" one is to observe the game they're running.

No matter what you might think of the DM, as long as those they're DMing for approve & fun is being had....

 
  
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1 year ago  ::  May 20, 2012 - 1:07AM #29
Kalnaur
Date Joined: Oct 19, 2008
Posts: 4,874

May 18, 2012 -- 1:40PM, Chimpy20 wrote:

May 18, 2012 -- 1:08PM, Kalnaur wrote:

I love making puzzles.  Love it.  I could write a book of puzzles.



Perhaps you could make a separate post with some ideas for interesting puzzles, in dungeons and outside, we can use :-)




I don't see any reason why what I enjoy should make life any easier for you all.

But seriously, give me a bit, I really do enjoy coming up with puzzles.

"I don't know the key to success, but the key to failure is trying to please everybody." --Bill Cosby (1937- )

Vanador: OK. You ripped a gateway to Hell, killed half the town, and raised the dead as feral zombies. We're going to kill you. But it can go two ways. We want you to run as fast as you possibly can toward the south of the town to draw the Zombies to you, and right before they catch you, I'll put an arrow through your head to end it instantly. If you don't agree to do this, we'll tie you this building and let the Zombies rip you apart slowly.
Dimitry: God I love being Neutral.
4th edition is dead, long live 4th edition.
Salla: opinionated, but commonly right.
fun quotes Show

Feb 3, 2011 -- 6:30AM, Dane_McArdy wrote:

You have to do the work first, and show you can do the work, before someone is going to pay you for it.


Apr 26, 2011 -- 10:42AM, Timmeh wrote:

If you can't understand how someone yelling at another person would make them fight harder and longer, then you need to look at the forums a bit closer.

quote author=56832398 post=519321747]Considering DnD is a game wouldn't all styles be gamist?

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1 year ago  ::  May 20, 2012 - 2:15AM #30
nirnel
Date Joined: Aug 14, 2004
Posts: 74
Puzzle maker: Not needed. Not every adventure needs to include puzzles. Even what could be an in-game puzzle can be played as an Int check. I don't include them, because I haven't polished a way for the characters' Int to factor in them, but I'll do as soon as I manage to do it. I do love solving puzzles, though, but I don't think they are necessary.

Actor: It does appear in every adventure. Even monsters can be memorable with a good Actor DMing. I find that this improves the table experience greatly, and helps the players figuring out which NPC is talking any time. A poor or mediocre acting, though, doesn't spoil much the experience.

Demiurge: Pretty useful unless the DM is running a published adventure (or even a published setting with enough details). Even when the world creation is leaky, though, a good improvisation can save the day for the DM, so it's not so much needed.

Writer: Again, not as necessary when running published adventures, but even then it's more useful than Demiurge. For some game styles (like mine), this one skill is foremost. Other people can find it a secondary skill, but still pretty useful.

Marshall: A good Marshall's work isn't just making every encounter challenging. They can just as like adjust their own efficiency to a wide range of challenge levels. If they aren't good at it, some encounters (even bosses) can be very easy, and some others can be too difficult (a TPK from a warmup goblin ambush). If they don't adjust their skills, there can be weaker monsters and stronger monsters, but every monster would feel the same from a strategic POV (a kobold slinger would be just as clever as a drow assassin)

Rules creator: Even when the core rules are OK, often players end finding situations not covered, or badly covered (such as the RAW rules would be absurd). So this skill is very useful, but improvisation can solve these situations without having to create a rule on the spot. It's acceptable (IMO) to make a fast ruling and let the players know that you're going to edit this rule after the session, so rules creation 'on the spot' isn't that important for me.

Judge: Most. Important. Skill. Not only knowing the rules, but also, sometimes, interpretation of the system so that situations that can be interpreted in more than one way are ruled in the way that best fits in the game making it more enjoyable for everyone. Also, sometimes a good judge can overlook certain rules (even rules that are enforced in other situations) for the sake of a nice game.
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