| IcingDragon;
"Force Feeding Plots"
Michelle "A
Players Guide to DMing"
Jason
"Evil Party Cohesion"
Jason "Labor
of Love"
Sean
"Challenging the Superparty"
Sean "Plot
Threads"
Sean "Secret
Societies"
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A
Player's guide to DMing by Michelle Matthews
I never played D&D in high school like
the rest of my friends. I actually thought it was kind of dorky,
but I did used to watch my friends play, and most of the time
it was amusing to listen to them. Then one day, a few years
ago, my friend Sean called me and said “Michelle, I need you
to do me favor. Go down stairs in my old room and grab a spare
bag of dice, a piece of paper, and a pencil and come to my apartment.
So I said sure, grabbed what he asked and then drove to his
place. All the usual ‘gamers’ were there when I arrived and
Sean said “Good you’re here, now sit down and make a character.”
I started to resist but he said “Look you watch all the time,
you might as well start playing. Now follow the rules in that
book,” pointing at a 3rd edition Players Hand Book “and if you
have any questions just ask anyone here” and continued to look
over the mountain of books in front of him.
That’s pretty much how I got started
playing. Sean was the first DM (Dungeon Master for those that
don’t play) that I have ever had, and to this day he is still
one of the best I have ever played for. For me, in order to
be a great DM there is several criteria one must meet. Knowing
the rules whether they are from the book or they are house rules
is very important, and you have to stick to them. You need to
be fair, but strict. But to me, the most important thing you
must have is a vivid imagination but not one that runs rampant.
Just like any game D&D has set rules, but just like every game
played at a table, most of these rules can be bent or broken.
Knowing what rules to bend and which ones to break and when,
is a sign of a really good DM. If you never break any of the
rules the game could start to feel more like a chore and less
like a good way to spend a mid week night. Though on the other
hand; if you bend or break too many, you could easily loose
control of the game all together, or make the game seem unbalanced
and unfair to some players. Finding this balance can only come
from trial and error, and many nights of listening to the players
arguing with each other over the rules.
Have you ever heard the phrase lead with
a firm but gentle hand? This phrase could also apply to D&D.
You have to maintain control over your players, but in such
a way that they feel like they are in control and not you. Out
of character conversations can be distracting but they happen,
some times you have to let it go and laugh with your players,
other wise they are likely to think of you as that old crazy
teacher from high school that you swore would have hit you with
a ruler if she could get away with it. On the reverse of this;
if you let them play around too much then you loose control,
just like that other teacher that you used to lock out of the
classroom. A good way to keep the ‘gamers’ in character is to
turn off all other stimulation in the house, and maybe even
add some back ground music to set the mood. No matter what happens,
keep your cool and laugh sometimes, your players will appreciate
it. Always keep in mind that it is a game and games are supposed
to be fun. These things are nothing if you don’t have a good
imagination, and a creative but controlled way of expressing
it. Would “Lord of the Rings” had been half as good if Tolkien
hadn’t spent many years attending to every detail of the world
that he created? Sure it would have been a good story, but it
would have felt like it was missing something, and that can
make any story less enjoyable. That is exactly what being a
DM is, it’s being a storyteller and your main characters are
your players. Being the main characters, your players deserve
to have a richly planned world, so that they can explore who
they are and what is going on with in the world you have created.
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