Post by Cpt Micha on Dec 4, 2008 13:45:09 GMT -5
Welcome to the sequel article of the Helpful Guide Series.
Abit late yes, but here it is. As I see it there are alot of lost soul Dms out there. Whether they became Dms suddenly and recently because their group just got into gaming, or because their old Dm left. Or still because they just want to give their Dm a break.
Or that they are seasoned veterans of both sides of the table and have simply become too set in their ways the old ways, this article series is meant for all of you.
And it is also meant for those of you who are thinking about becoming dms too. Hopefully this series will be as successful as the last in helping people, or just stopping to make them think about the way they did things like the last one was.
On our first week we shall discuss, the most basic premise behind being a good Dungeon/Destiny/Game Master. Playing with the Players.
Now, I know some of you right this very moment looking snidely down your nose at the computer screen. Stop it if someone slaps you on the back you'll be stuck with that expression for the rest of your life. And it's really hard to be sociable looking snidely isn't it?
Some of you might be laughing "I already do that" being your response. Do you now? Really? Think about it as we go on with this article oh wise fellow group "leader".
First we will discuss what this means. Playing with the Players.
Some of you are no doubt thinking of the last time you cruelly tricked and slain your party. stop that You are doing it wrong.
Yes, there is a WRONG way to Dm. Contrary to what some of you are probably thinking right now. That is not the sort of Playing With Your Players I mean here. What I mean is this, stop treating the game as an adversarial contest. This is a game meant to be enjoyed by everyone, and played by everyone at the table even the guy "running the show". If your spending all of your time in "versus mode" and not enough time playing -with- your players you've gone astray from what it means to be a Dm.
The point of the game is not to kill the party. That's bloody easy to do. Regardless of whatever rules, or powergaming your Pcs are capable of, it's easy to kill them off. The point of the game is to tell a story, and not necessarily YOUR story. So stop punishing them for diverging from it. The story is created by -everyone- at the table and the game is as only as fun as it's least enjoyable moments. Let's be clear there, what does that mean?
Oh sure your Pcs might sit around and crack jokes about how their Holy Swordsmen party mate kicked the bucket 7 times in just as many minutes, but really that's not a fun experience. Infact more often than not if you are that kind of Dm, your campaign will probably be pointed out as bad examples and of what NOT to do, with other players and gamers. People don't enjoy getting TPKed because the dm needed to get his "Kill the pcs jollies". If the point of the campaign is to kill the pcs, you should tell them upfront that they will die, it's just a matter of time. If Pcs die off in mass numbers they want it to be meaningful, not just to you but for the whole of the group.
At this point some of you are like "wha?" others are looking snide again Stop it, or I'll get your mother to slap your back The most fun you are probably going to have as a Dm, don't come from the moments where you get your sadistic murderous fantasies out of the way.
Don't pick "favorites" at your table either. I'm serious... there might be some people you like less than others, these people don't (always) deserve death. Just a talking to at a later preferrably non public date.
It's not your job to make the PLAYERS life miserable. Even in a knock down drag out slash fest where the whole point is to see just how long the Pcs live.
Playing with the Players also includes Saying Yes. Rather than "No" every time. Now, the dmg does cover Saying Yes, but let's elaborate for a moment on what that means. What it means, is that almost anything -should- be possible with a character. If he asks if he can swing from the chandelier and land infront of the bad guy with his weapon drawn then say yes.. and give him the means to do so.
You should always consider your players, and the kind of campaign you and they would like to be participants in. You are all co conspirators playing the great thing known as Role Playing Games, not adversaries.
Now that we've gotten that out of the way, think about how you play. Is it with or against the players?
There are a ton of Dm styles, that fit a wide variety of campaigns. We will try to cover these in the future. We'll also discuss the merits and pitfalls of each as well as the player archetypes and what they -really mean-.
Abit late yes, but here it is. As I see it there are alot of lost soul Dms out there. Whether they became Dms suddenly and recently because their group just got into gaming, or because their old Dm left. Or still because they just want to give their Dm a break.
Or that they are seasoned veterans of both sides of the table and have simply become too set in their ways the old ways, this article series is meant for all of you.
And it is also meant for those of you who are thinking about becoming dms too. Hopefully this series will be as successful as the last in helping people, or just stopping to make them think about the way they did things like the last one was.
On our first week we shall discuss, the most basic premise behind being a good Dungeon/Destiny/Game Master. Playing with the Players.
Now, I know some of you right this very moment looking snidely down your nose at the computer screen. Stop it if someone slaps you on the back you'll be stuck with that expression for the rest of your life. And it's really hard to be sociable looking snidely isn't it?
Some of you might be laughing "I already do that" being your response. Do you now? Really? Think about it as we go on with this article oh wise fellow group "leader".
First we will discuss what this means. Playing with the Players.
Some of you are no doubt thinking of the last time you cruelly tricked and slain your party. stop that You are doing it wrong.
Yes, there is a WRONG way to Dm. Contrary to what some of you are probably thinking right now. That is not the sort of Playing With Your Players I mean here. What I mean is this, stop treating the game as an adversarial contest. This is a game meant to be enjoyed by everyone, and played by everyone at the table even the guy "running the show". If your spending all of your time in "versus mode" and not enough time playing -with- your players you've gone astray from what it means to be a Dm.
The point of the game is not to kill the party. That's bloody easy to do. Regardless of whatever rules, or powergaming your Pcs are capable of, it's easy to kill them off. The point of the game is to tell a story, and not necessarily YOUR story. So stop punishing them for diverging from it. The story is created by -everyone- at the table and the game is as only as fun as it's least enjoyable moments. Let's be clear there, what does that mean?
Oh sure your Pcs might sit around and crack jokes about how their Holy Swordsmen party mate kicked the bucket 7 times in just as many minutes, but really that's not a fun experience. Infact more often than not if you are that kind of Dm, your campaign will probably be pointed out as bad examples and of what NOT to do, with other players and gamers. People don't enjoy getting TPKed because the dm needed to get his "Kill the pcs jollies". If the point of the campaign is to kill the pcs, you should tell them upfront that they will die, it's just a matter of time. If Pcs die off in mass numbers they want it to be meaningful, not just to you but for the whole of the group.
At this point some of you are like "wha?" others are looking snide again Stop it, or I'll get your mother to slap your back The most fun you are probably going to have as a Dm, don't come from the moments where you get your sadistic murderous fantasies out of the way.
Don't pick "favorites" at your table either. I'm serious... there might be some people you like less than others, these people don't (always) deserve death. Just a talking to at a later preferrably non public date.
It's not your job to make the PLAYERS life miserable. Even in a knock down drag out slash fest where the whole point is to see just how long the Pcs live.
Playing with the Players also includes Saying Yes. Rather than "No" every time. Now, the dmg does cover Saying Yes, but let's elaborate for a moment on what that means. What it means, is that almost anything -should- be possible with a character. If he asks if he can swing from the chandelier and land infront of the bad guy with his weapon drawn then say yes.. and give him the means to do so.
You should always consider your players, and the kind of campaign you and they would like to be participants in. You are all co conspirators playing the great thing known as Role Playing Games, not adversaries.
Now that we've gotten that out of the way, think about how you play. Is it with or against the players?
There are a ton of Dm styles, that fit a wide variety of campaigns. We will try to cover these in the future. We'll also discuss the merits and pitfalls of each as well as the player archetypes and what they -really mean-.