Place your DM characteristics here


3.5/d20/OGL


The structure of the game of D&D (and most tabletop RPGs) necessitates the designation of a DM (or GM) to perform many critical game functions as outlined in the core textbooks. The duities of that designation are open to interpretation in a multiplicity of ways, otherwise known generally as the "style" of the DM. How a DM perceives his or her role in the game is often the driving force behind how the individual group game is experienced by the community of players at the tabletop. In short, a DM's ego often times presides as the chief impitus for how the game is played *for* the community. This kind of mentality suggests individual ownership of a great many things within the game: establising and enforcing rules; creating settings and encounters; and mediating game play among the players - this is otherwise known as project management.
Like those other governing bodies in our lives, there is a spectrum of objective qualities that foster either enhanced community experiences or marginal ones. This thread should serve as a repository of DM qualities - place what a good DM is and is not here.

A DM is: A mediator and moderator. A good DM takes the interests of the community into account for all aspects of the game to the end goal of every single person at the table having fun. The group as a whole makes general decisions regarding the major facets of the game system and the DM will try to the best of his/her ability to run the game based on the input of the community. A DM that is unwilling to make concessions, acknowledge group changes in play, accomodate every member of the group to the best of his/her ability IS NOT DMing FOR THE PCs...they are DMing for themselves.
A DM is not: a Dictator. While many campaigns and sessions are run by dictitorial DMs, do not confuse this style of play with the style of play based in a truely community setting. If your DM displays dictatorial tendencies, he/she is possibly suggesting any number of these qualities about him/herself: selfishess, narrow-mindedness, laziness, incompetence, ignorance, or any number of a multitude of community detrimental qualities. Much like a poor boss or a bad teacher, glaring deficiencies in management character can detract from working with or learning from an exceptional boss or teacher.

As ever,
ACE


Hmm; I am not sure what the intent of this thread is; are you asking for gm's to post what they qualify as good gming or are you asking for players to qualify what a good gm does or something else entirely?


Valegrim wrote:
Hmm; I am not sure what the intent of this thread is; are you asking for gm's to post what they qualify as good gming or are you asking for players to qualify what a good gm does or something else entirely?

Just starting a repository for opinions on what makes a good and/or poor DM. For point of perspective purposes...

As ever,
ACE


A poor DM doesnt prepare. I hate playing in games where the DM hasnt prepared anything. NPCs have no personality or names, it takes him 5 minutes to come up with a decent town name and at first level you are given the task to save the world.

A good DM will allow you to try anything your heart desires and will come up with the appropriate modifiers to the task at hand and will allow you to roleplay the situation.

A poor DM says, "You cant do that."

Urrghhh!! I hate that :]


Haiku:

A good GM has fun
A wise GM is fun
Players enjoy fun

by TS

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