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What makes a good DM?

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my friend introduced me to dungeons and dragons and i have been playing for a few months now. he is always DM because i dont really know what it takes......advice, suggestions?

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  1. In addition to all the great suggestions above, you can join RPGA, they have a formal DM training and testing.  You take a written test to prove you've studied and understand the rules, then you can practice your skills running by using their pregenerated, sanctioned game modules.  Once you're experienced with the rules and the mechanics of running a group of players, you can try creating and running your own stories.


  2. I myself play D & D, and I am a dungeon master. There are to main keys to being a master. One is to be creative. The world, monsters, characters, and dungeons are all up to you. The second is to understand the three main books of the game. They are th Dungeon Masters Guide, The Players Handbook and The Monster Manual. If you can understand them, then you are pretty well set off, because you can find information really easy. A good idea of finding out how to do it is talk to your friend and see if he will help you understand this and help you make your own campaign or dungeon.

  3. To me a good DM is one who is willing to work with his party in order to meet them in the middle. Someone who knows the rules well enough so you can answer the easy questions  such as

    P:"Want to be able to heal and become a bear"

    DM:"Well you can be a druid"

    or as hard as

    P:"I want to be able to wear full plate that is magically enchanted and be able to dish out sneaking damage. But when I am discovered, I don't want to rely on dodge and such"

    DM:"Well have you considered multi-classing between rogue and fighter. That way you can fight and sneak. But until you get some mithril full plate with the stealthing buffs, start off wearing medium armor and leveling as a fighter until around level 4, then pick up rouge levels, be a human or a dwarf so you won't take expierence penaltys for this, i suggest dwarf so you have more health since you are going to be in the fray more often than a simple rouge. When you start picking up rouge classes, wear masterwork breastplate so your armor won't get totally in the way in stealthing, and, even though its a cross class skill, use whatever skill points you can in stealth until you get your rogue levels" (a recent question i had to answer from a player from another group who, when he asked his DM about this, got a "thats impossible" response)

    Lay out your dungeons and expect the unexpected, those traps that were supposed to discourage your party and have them return later might have been by passed by a extremely well hidden switch that was found when your fighter chucked a rock  and hit it while waiting on the rouge.

    Suggest stuff to your players during the first couple of sessions till they get the hand of it, don't dump them in the middle of a dungeon and tell em "go nuts" wait till around level 4 to do that.

    You can do what I did and do a pick up tutorial dungeon where the players used pre made chars similar to what they were gonna be and point out what each class should be doing and when. after doing this on about three different dungeons made solely for this person, they should know what to do. Do this for even expierenced players since they might be trying out a new class and try fighting like thier old char.

    Nothing is worse for the party then a rogue jumping into combat becuase he forgot that he wasn't a fighter anymore

  4. A great DM understands what it takes for a great D&D game and campaign.  

    A great DM is a people person and a people manager.  This means enjoying communication with and clearly communicating with players on the game rules as well as the character goals and themes of each player's character.  And this also means pacing the game session, always looking for efficiencies in gameplay to save time, moving the action and story along when it really needs it, and making sure each player's character gets personal attention and "stage time" throughout the game and campaign.

    A great DM is also a master of the game rules, or tries hard to be.  This means putting a lot of time up front into understanding the many different rules of the game, especially mastering combat.  A great DM makes it clear he expects his players to know the rules as well, especially rules very specific to their character, but that he is always there to help understand them better or discuss them further.

    Finally, a great DM is creative and enjoys spending time on and the simple fun of storytelling and roleplaying.  A great DM sets the tone with energetic and memorable roleplaying of NPCs for the entire playgroup, encouraging everyone to participate and not hold back.  A great DM helps drive the story ever forward when the PC's stall or get stuck, and continues to keep the game action-oriented and filled with variety - whether that action is combat, a mystery, a puzzle, politics, war, or deep, immersive roleplaying among the PCs and with NPCs.

    So basically, it's about three things: know your players' and characters' styles and interests, know the game rules, and keep the game and story moving creatively and with plenty of variety.  

    That's the shortest way to say what it takes to truly be a great DM.  :)

  5. read alot of relevant stuff, novels and things learn about weapons, combat and most importantly the rules. read about the time were ur campaign is set and try to make the game interesting for all who play, thats really all you need, inevitably some people will hate your guts cause "you made them go the wrong way"  or something or other just try to adapt to the players and youll be fine, never give in to presure from the gamers, the DM is the Master of the game, if they dont like u just tell them to do it themselvs, its a tricky thing to be a DM just stay open to criticism but remember that u have the last word.  and be somewhat fair
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