FLASHCHAT    
    INVITE     HELP GUIDE      LANGUAGE:
StupidSmurf
PROFILE   GALLERY   BLOGS   GUESTBOOK   FRIENDS   FAVORITES   VIDEOS  
 




RSS
Curmudgeonly Ramblings: The DM Recipe
Posted On: 08/29/2008 14:36:00
It is my considered opinion that a terrific Dungeon Master is:

One part Rules Lawyer
One part Referee
One part Impartial Mediator
One part Good Buddy
Two parts Actor
Two parts Writer
Three parts Storyteller
Five parts Complete and Utter S.O.B.

Let me break it down.

Rules Lawyer: While no one asks you to know every single rule, you better have a good grasp of the fundamentals of the game you're running. Missed/blown calls frustrate players and makes them lose any trust and respect they have towards you. And if your players don't trust you, you might as well pack it up.

Referee: OK, you know the rules....can/will you enforce them, and do so consistently? And yes, knowing the rules and enforcing them are two different things. If you don't enforce the rules, the players walk all over you, and you lose their respect, as well as control of the campaign.

Impartial Mediator: Disputes arise between players, and you better nip those sort of things in the bud before they get the chance to shatter a group. You can't play favorites; hell, you can't even afford the mere APPEARANCE of playing favorites. As a sidebar, it's even a greater challenge if your kids and/or wife/husband/sweethear/bf/gf/lover/sexual plaything, are in the campaign. Wow. Seriously, whenever they do something spectacular, if you have anyone in the group who's disgruntled, they will start casting suspicions about. "Funny how he/she knew the right thing to do, isn't it?", they say. Because obviously the person in question couldn't just be a good gamer and/or extremely bright and has been paying attention, now could they? That's why I personally tend to be more harsh with Carol and the kids. And if there are rolls to be made regarding which PC is attacked by the monster, I'll roll it in front of everyone. I had a trio of disgruntled gamers who started complaining that Carol's PC never died. Never mind that her PC wasn't a front-liner (a Rogue/shadowdancer to be exact), she also played her character smart and careful. It got to the point where she privately suggested that I deliberately kill her PC, just to shut them up. Although I appreciated the offer, I turned her down. On a final note, of the two guys who complained longest and loudest about my alleged favoritism, one of them ran a campaign where his girlfriend's starting resources were far beyond what was allowed, and the other made his girlfriend the actual center of the adventure (everyone was along to protect her). I wasn't in either of those campaigns.

Good Buddy: The DM role isn't always adversarial. A good DM has to know when to be the good guy. Sometimes it may be something as simple as NPCs making a big fuss over the PCs. Other times, perhaps it's a bonus reward for good play. And yet other times, it could be something more passive, as in conceding when the PCs have you outfoxed and letting things happen. One former gamer of mine told me that the point where he fell in love with my campaign (his choice of words) was when the party spent about 15 minutes coming up with this spectacular plan for raiding a frost giant encampment. They made some plans that exploited a few things I had overlooked, then implemented the plan. Rather than scramble to pull something new out of my butt that would foil those plans ("Oh look, here comes a squad of flying vampiric wolverines that the frost giants had summoned...um...yesterday. Yeah, that's it!"). Nope, they made a good plan, they executed it, they ran rougshod over my encounter, and I sat back and let it happen. Sometimes, you just have to tip your cap and acknowledge that you've been beaten.

Actor: You, as the DM, are in charge of playing all of the NPCs a party encounters. So, in rapid succession, you may play an innkeeper, then a slutty tavern wench, a drunken street person, a rabid dog, an insane gnome, the God of Vengeance, an easily bribable city guard, a screaming toddler, a hyperactive alchemist, a dreadful warlock, a badger, a snake, or an ambulatory mushroom. And you had best portray them with enough differences that you establish that one is not to be confused for another. Throw yourself into the role. If the adventure calls for you to be a rabid badger, then be the best rabid badger you can! Foam at the mouth! Make weird faces! Make strange noises! Get into it! And if the adventure calls for you to assume the role of a Vampire Hooker of Loviatar, then....good luck (and send me the inevitable Youtube link!).

Writer: Unless you're running strictly modules, you're going to have to write. Fortunately for the size of this blog entry, that's already been covered elsewhere.

Storyteller: Different from a writer.....a writer creates the story. The storyteller gives it to the players, acting as their senses. You have to try and be compelling enough, detailed enough, that the players forget they're in the world of today, and have been transported elsewhere (and elsewhen).

Complete and Utter S.O.B.: I saved the most fun one for last. Famous cantankerous controversial grouchy writer Harlan Ellison has a term for some of his work....it's a compound word: the first word is "Mind"...the second word rhymes with "duck", and describes the act of mating. A great DM subjects his players to a "mind-duck" often. Because hey, let's face it: adventure means drama, drama means confrontation with the opposition, and confrontation with opposition is something the DM brings to the table. Yes, the DM is the players' friend, and the players' impartial judge....but he/she is also the players' enemy and rival. And therefore, you need to mess with them. You need to throw curveballs when they expect a straight fastball right down the middle. Keep them off-balance, throw red herrings at them, have some NPCs who lie (and reasons for why; lying just for the sake of being a jerk isn't cool). Mess with their heads. This is one of my favorite tactics:

DM: OK, so there's two paths: left or right. Which one do you take?
PLAYER: Ummm...right.
DM: OK. You sure about that?
PLAYER: Um. Yes?
DM: Hey, I'm just checking; wanting to make sure and all that. Now....you DID say "Right", right?
PLAYER: (getting worried) Ah...yeah.....right....
DM: (smiles) Cool....ok...so....your character goes right, right? Heading down the right path now? Right? Sure about that?
PLAYER: ARRGHHGHH! No! NO! Left! Left!!! Something's up! I go left!
DM: (rolls dice) Awwww....too bad. The right path was indeed the right path. But you went left, and stumbled upon a support group meeting for especially homicidal beholders with anger management issues. ZAPZAPZAPZAPZAP!!! Congratulations, your PC has been reduced to a pile of talcum powder.
PLAYER: AAAAAH! You suck!
DM: Thank you!

And so, there you have it.....a small look at what makes a really good DM (at least in my own humble opinion). Some of you may think that being all of those people at once is akin to having a multiple personality disorder, and you'd be correct in thinking that; for it's also my considered opinion that, in order to be a truly effective DM, you need to be at least a little bit insane.

Tags: DM DungeonMaster



Bookmark:



Viewing 1 - 10 out of 10 Comments

08/30/2008 12:17:29

Exellent post and I agree on all parts.  On the SOB part, my players constantly remind each other that anything I say out of the game is most likely a lie to get thier characters into deeper trouble.  Playing off the metagame mentality is a wonderful thing.

 

 



08/30/2008 10:26:09

"I heard that about you!"

I didn't choose the name killerDM it was given to me. 



08/29/2008 22:51:38

Actually, I've gone on record numerous times on this site as saying I'm not a killer DM. Perhaps I was not making my point clear enough: adding some uncertainty into the situation creates tension. People will metagame; it's the nature of the beast....turning the tables every once in a while keeps some players off-balance and makes them think twice. The example illustrates uncertainty- it's not lifted verbatim from an actual encounter, but rather an example of the tactics that can be employed, and for that matter, not to be overused. Perhaps, in retrospect, I should've said "This is an example of the kind of tactics I'm talking about." Mindgames have their place, as long as they're not overused. Look at Ravenloft....if anything screams "Mindgame", it's that setting.

You're preaching to the choir...dead characters are boring. Involved characters are far more interesting. Yes, these things I already know and put into practice; no big revelations there. The "DM Recipe" was not exhaustive.


 


The S.O.B. and the impartial DM are not mutually exclusive. You're there to help the players, but you're also there to hinder them, and since you're responsible for the obstacles the players will face, and there's more obstacles coming from you than there are good things, you need to be able to put stuff together that will make people go "Arrrghh!"..

And to me, a railroad is when you give people NO alternative but to follow a set course. There's certainly some differences of opinion here, and one of them may be the definition of "railroading".


 


And yes, DM is an old school holdover....I'm old school. DM, GM, whatever...I use them interchangeably....it's semantics.



08/29/2008 22:17:16
Always remember - A dead character is boring, an involved character is more interesting. Better to torment characters than kill them off too often.


08/29/2008 22:16:01

Sorry, but the S.O.B. part doesn't work if you are impartial. Actually I believe that little scene you showed would be considered a railroad by many. Your job isn't to kill characters, it's to produce confllict and challenge to produce a decent story and to simulate the setting's features and NPCs effectively. You don't need to play mind games to achieve this, whch is what the "Left no Right" game is, a mind game.

 Tension in the story does not have to come from manipulating the player, you're supposed to be assuming the player is playing in character and that they will do what is in character. It's when they don't play in character, using outside info or mind games themselves that you're supposed to intervene as referee.

You're not a DM. That's an old school hold over - you're a GM, that is a Game Manager. You Manage the game to bring it along and the 'profit' is the fun and interest of the players. You make sure there's a part for everyone to be involved and to contribute as well as to have their chances to shine in the spotlght, and to make sure they don't steal the spotlight from the rest for the session. 

 I'd also add 'Organizer' and 'Group Coordinator' to the skills list, as you need to handle planning, record keeping, documentation, filing, reference materials, props, and schedules.

 



08/29/2008 18:58:42
Oddly enough, many of those same qualities define good teachers. Hmmmmmmmm . . .


08/29/2008 16:57:22
Wow, hey, you're welcome!!  Hey, if you find it useful and it helps, then outstanding!


08/29/2008 16:33:02

...and 5 parts... SOB. (Stares at notebook) Aw crap.

I just wanted to say that I really appreciate everything you have written down so far. I know I'm going to try and use some of the tips here to try and work on my own stuff, and I'll be sure to get some of my stories up on here for everyone to read/crituque/make fun. Thanks for the help.



08/29/2008 16:02:48
I heard that about you!


08/29/2008 15:43:29
I like it! I may be 8 parts SOB though



NEWS / ANNOUNCEMENTS

11/14/08 New feature “The Tavern”


Check out our newest feature “The Tavern” located in your account profile. The tavern is a place to talk to people on your friends list. If someone is not on your list they won’t see your post. If you don’t want to see someone’s posts you can just delete them from your friends list. This feature gives you the ability to say what ever you want when ever you want. So have a blast!

Thank you, Staff

Copyright©2008 RPGBomb. All rights reserved.