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 To be a dm or not to be?

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Nokom Posted - 17 Jul 2006 : 20:43:41
Ok this is a once in a life time chance:We are dmless and i have been picked to be a dm.Should i be a dm or stick with playing?
22   L A T E S T    R E P L I E S    (Newest First)
The Sage Posted - 13 Aug 2008 : 01:12:21
quote:
Originally posted by Shottglazz

An article I read many years ago (can't remember the source but I'd hazard a guess at Dragon) suggested that for each hour of play planned, spend that many hours in the week before preparing for the game. I've followed this formula, and found that it makes for much better, smoother games that are (generally) enjoyed more by the players...

You're probably thinking of what Ed said back in '04 about good campaign design:- "... any good DM will spend about 4 hours of design time for every 1 hour of playing time."

Wise words indeed!
Alisttair Posted - 13 Aug 2008 : 00:53:04
I myself enjoy poring over my FR books in preparation of a campaign or game session. Some of it is a lot of work but some of it is a lot of fun also.
Hawkins Posted - 12 Aug 2008 : 23:21:49
quote:
Originally posted by HawkinstheDM

I always end up spending at least twice as much time planning as we do playing. And I don't really know how to reduce this. That is why I only DM about once a year.
Opps, I left out a key word (in bold) in the comment above; maybe now it will make more sense.
Thauramarth Posted - 12 Aug 2008 : 22:35:45
quote:
Originally posted by HawkinstheDM

I always end up spending at least as much time planning as we do playing. And I don't really know how to reduce this. That is why I only DM about once a year.



Well, actually, the planning is a big part of the enjoyment, the plotting, the careful musing on how your NPCs will react (and then the thrill of having to improvise anyway, because the players have done something completely off the wall - again.
ShadezofDis Posted - 12 Aug 2008 : 22:08:14
quote:
Originally posted by HawkinstheDM

I always end up spending at least as much time planning as we do playing. And I don't really know how to reduce this. That is why I only DM about once a year.



Heh, mine is monthly, with an occasional month off when things are busy.

Of course 4 of the 7 players live 2 hours away, and getting 8 folks (including myself) on the same timetable is a beast to begin with. ;)
Glantir Posted - 12 Aug 2008 : 20:45:39
quote:
Originally posted by ShadezofDis


Don't let your players bully you. Sometimes folks get heated and have a totally different perception of what's going on then you hoped to provide.



After sixteen years as a GM I stopped listening to sentences like "That encounter is too hard. This dungeon is impossible. The NPC is unbalanced etc."
When I heard such comments in my first GM-year I thought that I did something wrong and took all the whining seriously. Eventually I asked if I should resign, but the same players told me then "No, you do a great job. We don't want anything else."
I also noticed that even so they were complaining, these players always came back, week after week, month after month and didn't miss a single session. Actually these guys take part in my current campaign and yes, they are still whining .

It's like they say in the army: "If they are complaining, they are happy."

Remembering this last sentence will make life a lot easier for you.
Hawkins Posted - 12 Aug 2008 : 20:35:12
I always end up spending at least as much time planning as we do playing. And I don't really know how to reduce this. That is why I only DM about once a year.
ShadezofDis Posted - 12 Aug 2008 : 19:11:13
As everyone has said, it's a heck of a lot of work but well worth it. Personally, I probably spend 3 to 4 hours planning for every hour of game. Since we generally do 8-10 hour marathons that means I spend roughly 20-30 hours on each game, though a lot of that work is on the things happening around the PCs, rather than the things happening to the PCs.

Another couple of things I'll suggest;

Don't go into the game with expectations of what your players will do, they'll surprise you just about every time.

Start small, with limited options. A small frontier type town with a low population is great, you can decide what's in the town and have a good idea about how the folks in town will react to various PC actions. Don't go for intrigue yet, just run something pretty darned standard. Once you get a feel for your PCs and a feel for the area you're running then you can throw in some intrigue, but let that come with time.

Don't let your players bully you. Sometimes folks get heated and have a totally different perception of what's going on then you hoped to provide. I had a player basically flip out because he tried to slip a truth elixer into a high priest's tea and the high priest noticed (he'd rolled really high, but I'd already decided that he wouldn't be able to hit the roll because it was in the high priests temple, in his own chambers, things got decently heated but calmed down eventually, and we're mostly late 20's early 30's folks)

Be a bit forgiving when the players misinterpret what you've described. A word when someone decides to do something really dumb can save quite a few headaches. This is a delicate balance though, because sometimes players are all about doing something really stupid (personally, I love doing heroically suicidal things with my PCs, it's quite satisfying when it works out and usually pretty damned amusing when it doesn't, even if I have to roll up a new PC *g*)

And, make sure you're having fun. It's a ton of work to DM, so if you're not having fun then. . . well. . . it's a pretty big waste. ;D

Good luck, let us know how it went!
Shottglazz Posted - 12 Aug 2008 : 18:07:51
quote:
Originally posted by The Sage
If you do decide to do this... I'd say you you spend an extensive amount of time planning before the game itself. Stick to the parts of the setting your are familiar with, or know a lot about, and work from there.



I can't agree more on this point. An article I read many years ago (can't remember the source but I'd hazard a guess at Dragon) suggested that for each hour of play planned, spend that many hours in the week before preparing for the game. I've followed this formula, and found that it makes for much better, smoother games that are (generally) enjoyed more by the players...
Wandering_mage Posted - 18 Jul 2006 : 14:54:07
Being DM rocks. You create a story that if done well leaves your players stunned and wanting more. Plus you get to create whatever you want. Watch movies, read books, flip through some history, read through candlekeep's archives, read your DnD resources on FR and get to work on your masterpeice! Playing is awesome too, but to be DM is to be an Archmage with all the power in the world. Do not abuse it. Mwhahahahahah!!!!!
Evro Posted - 18 Jul 2006 : 13:22:56
The best part is that you regularly get to sit back with a knowing smile and go 'MUWAHAHAHA'. :D
scererar Posted - 18 Jul 2006 : 03:26:17
quote:
Originally posted by Nokom

Well.I am going to give it a try!If I dont like it i will let someone else do it.i think i will like it.i love to write and tell stories and everyone says i good at it so:What the heck!Lets give it a try!




Exactly my friend!
Nokom Posted - 18 Jul 2006 : 02:25:40
Quote:Stick to the parts of the setting your are familiar with



Yes.I am going to start out with the sword coast,the spine and cromyr.Thats what i know most about.
Sanishiver Posted - 18 Jul 2006 : 01:48:12
Once you get started please don't hesitate to stop by and post a scroll letting us know how things went or if you need help in some way.

Good luck!

J. Grenemyer
Sgain Posted - 18 Jul 2006 : 01:27:50
If you're going to use 3.5 then specify what books/rules/prestige classes/races that the players can/can't be in advance of the game. Don't for any reason, let them choose, it will just cause you a ton of grief and confusion. Also, learn to be a bit tight with loot at first...dole it out in small amounts, don't go giving away +5 swords and such, you'll regret it later.

Keep track of NPC's (I keep a little journal of them and how the players and they got along), it really will add to the feel of your game if they get to 'know' folks.

Have fun...if it isn't fun, then figure out why, change it, or move on.

Good luck.
The Sage Posted - 18 Jul 2006 : 01:11:38
quote:
Originally posted by GothicDan

It's up to you. It's a hard thing to do, and requires a lot of work and time.
Agreed.

Familiarity with the basic principles of both the PHB and DMG are essential. As well, significant knowledge of the setting itself, while not crucial, helps greatly since you won't frequently have to stop the game or quickly flip through books during rounds to find a particular reference.

If you do decide to do this... I'd say you you spend an extensive amount of time planning before the game itself. Stick to the parts of the setting your are familiar with, or know a lot about, and work from there.

And, above all, remind your players that this is your first time as DM, so a little patience on their parts helps you as well.
Nokom Posted - 17 Jul 2006 : 22:55:55
Well.I am going to give it a try!If I dont like it i will let someone else do it.i think i will like it.i love to write and tell stories and everyone says i good at it so:What the heck!Lets give it a try!
Ergdusch Posted - 17 Jul 2006 : 22:52:16
Most importantly - if you commit to the task, remember that you are the DM. You are only the DM. You lead the game, you manage the it and through your actions and words the game is brought to the imagination of your players. BUT the most important thing in your game should always be the players!!! Let them be the heroes!!!

I never thought dming could be great fun! But I have proven myself to be wrong!

Jorkens Posted - 17 Jul 2006 : 20:55:11
Well, if you feel like DM-ing you should, if you don't someone else should. As GothicDan said, it is a lot of work, but it is also very rewarding, at least to me. Maybe you should try it a couple of times and then decide if it is something you have a taste for.
Mace Hammerhand Posted - 17 Jul 2006 : 20:54:44
Have you ever GMed before?
Can you tell a story?
Do you like presenting a story?
Are you ruthless?
Do you like tossing people into the frying pan and watch them sizzle?

If you answered at least 3 of those questions with yes...go ahead!

In all honesty...how do you want us to reply to that question??? We don't know anything about your opinion etc. To know the rules makes no good GM. Neither does knowing the lore. It helps, yes, but the main question is: do you wanna GM?
Kalin Agrivar Posted - 17 Jul 2006 : 20:53:54
quote:
Originally posted by Nokom

Ok this is a once in a life time chance:We are dmless and i have been picked to be a dm.Should i be a dm or stick with playing?



It can be alot of work and sometimes all that work doesn't pan out the way you like it but you should at least try to be DM, it may give you insight that will help you become a better player

to be a DM (in my opinion) you need to be pretty creative to entertain your players, have a good grasp of the rules so things will run smoothly, be a storyteller with a grasp of the dramatic and mostly have a good dose of patience

GothicDan Posted - 17 Jul 2006 : 20:48:28
It's up to you. It's a hard thing to do, and requires a lot of work and time.

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