Confessions of a Burnt Out Dungeon Master


Advice

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Kydeem de'Morcaine wrote:
As a player, I have 3 HUGE problems with all the puzzles.

See, I absolutely love puzzles and wish that I could play in a game that included them. And I'd be pissed if I could just roll to solve it. That's lame. I want to do it myself.

It makes me wonder--do people who want to roll to solve a puzzle also ask for an Intelligence roll because their character would know what square he could move to would be the best, tactically? How about rolling a check because their Wizard with 25 Intelligence would know better than they what spells to memorize today? Oh, I know, I can make a check to decide which feat to take--my Fighter is a seasoned veteran, he should know better than I what his best choice is. At some point, player skill is going to be involved, and that is not a bad thing.

Besides, solving puzzles is not a question of Intelligence, unless they are just straight up logic or something (which isn't much of a puzzle). Puzzle-solving is about sideways thinking and cleverness--something that is not represented in any of the traditional D&D attributes. If anything, Wisdom is probably the best fit, but even that is a stretch.

However, I have never met a single other roleplayer who liked puzzles even a little bit. At the slightest sign of a puzzle, everyone I've ever met sighs and shuts down. I ran one session once that included a couple of puzzles, and it was probably the worst session of any game I've ever run because nobody enjoyed them at all.

Mysteries fare far better than puzzles for most players in my experience, and they still provide a similar kind of fun for those of us who love puzzles.


Kydeem de'Morcaine wrote:
3) The biggest problem I have is they just don't make any sense for them to be there in the first place. Why would anyone but a lunatic put a puzzle that needs to be bypassed in a dungeon, escape route, vault, library, etc...? If youare making a magic puzzle trap, it would be easier, cheaper, more effective, and use less space to just make a magic item the recognizes whether or not it is you (or person you authorized).

This is why the old classic dungeon created by a mad wizard exists.

Of course you're pretty much right as far as dungeons created by sane people go. The best justification I can think of is that perhaps the dungeon designer (by which I mean the character who made the dungeon, not the GM) figured "Hey, maybe if I put in a puzzle or two, people who are strong enough to get past the monsters/guards/whatever will get stuck on the puzzle, thus protecting my [Insert whatever valuable thing is at the end of the dungeon here]."


Starfinder Superscriber
DM_aka_Dudemeister wrote:
Think of writing for home games as impressionist painting, you paint the broad strokes, the players own imagination colours in the small details.

This is one of the prettiest and deepest things I've read on DMing. I'm glad this is the way I TRY to do things (some days are better than others) but my hat is off to your Sir for this post.


Puzzles can be unintentional, as mine were.

One major part of my grand puzzle was an immortal man who knew the secrets of the ancients - secrets which could threaten all humanity. To ensure he wouldn't utter these secrets, he cursed himself to forever speak in metaphorical riddles.

He also was a powerful prophet, so when he followed the party for awhile, he foretold a whole bunch of stuff, but spoke it in bizarre metaphors that were hard to understand. But there was a formula to his riddles, and the party would have to look for signs/clues in the coming events to reveal the meaning behind their encrypted prophecies.


Master_of_Plataea wrote:
...•M-1: For any adventure, have at least a rough draft of where you want it to go. Do not make a habit of “making it up as you go along,” as this will come back to bite you.

I am a fly by the seat of my pants GM. My rough drafts are sometimes one or two sentences about where I think the session will end up. I wing encounters. I hate, hate, HATE, sitting down and planning out an encounter. Maybe this is a crap maneuver on my part as a GM, but I will even select feats, items, and spells during an encounter, jot a quick note about it and go from their. I've been running this way since '91 when I first started GMing 2E and have yet to see a reason to change. I've run two campaigns where I didn't take a single note, that lasted 2 years of real time each, taking characters from 1st to 15th level and not taken a single note. Those are the two campaigns my players talk about the most fondly.

My GM burn out has more to do with the fact that my group have become so RAW or it's wrong, that it has made it pointless for me to GM. For me the story is more important than the detail. If it seems to fit the moment and will elicit excitement and enjoyment from my group, then rules be damned. Sadly, my 21+ year old group has gone technical and RAW...I have since left my group. Unless they change I won't game or run for them.


Kydeem de'Morcaine wrote:

On the subject of puzzles...

Adamantine Dragon wrote:
... If I'm going to put a puzzle in the game, I want the players to actually puzzle it out. Yes it's best if they can do that in a role playing perspective, but the goal of puzzles is not to give the players another die roll to succeed at, but to get their minds engaged and immerse them in the game play.

As a player, I have 3 HUGE problems with all the puzzles.

1) I as a real life person am not terribly great at most kinds of the puzzles seen in the game. My Char with a 14 wis and 17 int probably should be good at them. There is no way for me to role-play that.

2) Out of the last 5 puzzles I can remember seeing, 3 of them required knowledge that I don't have. Two of them were supposedly a come theme in the hold horror/slasher/monster movies. I don't watch those movies. The third required remembering an offhand comment made by the GM earlier in the campaign (almost 2 months real time). I actually missed that session so had no chance. But not a single other player remembered anything about the conversation.

3) The biggest problem I have is they just don't make any sense for them to be there in the first place. Why would anyone but a lunatic put a puzzle that needs to be bypassed in a dungeon, escape route, vault, library, etc...? If youare making a magic puzzle trap, it would be easier, cheaper, more effective, and use less space to just make a magic item the recognizes whether or not it is you (or person you authorized).

As my first sentece of my first post on this thread said "puzzles are very difficult to play." I also made it clear that for a puzzle to be playable it had to appear to be blindingly obvious to me as the GM or the players would have virtually no chance whatsoever to solve it. Then I said I have preset hints to give out when it is clear the party is stuck on something.

I also said that it only takes a few puzzles in a campaign to make a group feel like real detectives.

One of my recent puzzles had to do with an assassination of an NPC. The "puzzle" was that the party could accelerate the determination of the assassin by examining the rather uniquely fletched arrow and using a skill check by a character who made bows and arrows to identify who the arrow maker was.

In every case where I introduce puzzles, they are ways to accelerate the plot, they are not required to move the plot. I specifically avoid puzzles like mathematical devices that have to be solved to open doors before the room floods... It's not that I NEVER use them, there are some parties who get into the puzzle solving thing and are pretty good at it.

Grand Lodge

I have enjoyed reading this thread, but sadly I started just glazing over the trap posts. I liked the original line of thoughts.

I have done many of the same mistakes and to a point still do but mainly because I am fully aware I am completely Obsessive compulsive when it comes to my hobby and passion for gaming.

I always want it all to be "perfect" for my group but sadly I do not have enough time in my life between my career and family commitments to do it all.

Designing own world. Check.

Must expand my notes and wiki (which I don't share because it is not complete) Check

Hirst arts addiction. Check.

Dunjinni addiction and having to have every map made custom. Check.

Realizing full well that flip maps or my game-mat and a marker would do just as well but are not "good" enough or specific enough and I want to use my custom maps. IE Hard headed glory seeking for my maps which people see to like and I love making. Check.

I love painting miniatures and have quite the collection, but no time to really paint so I have hundreds of "Primered" minis but few actually painted ones. Check.

My players like item cards, as they are new and forget what they have received as treasure (I refer to mainly potions and scrolls). Would index cards with the name be enough? Yes. But oh no, not for me...

I had to create a spreadsheet which has a drop down list with every potion in the Beginners Box (more to come I am sure) which on another tab fills in the description in game terms for them, has a pretty logo with alternating colors for the potion image, lists the value, and clearly states for one of my slower players that you cannot drink a potion while in melee combat in BB. It also lists what action is required to drink or retrieve a potion from a backpack etc so they do not have to look anything up. All this is "perfectly" formatted to print on 3x5 cards or from another tab to print three of the same potion on 8.5x11 with the icons randomly colored.

Yes I even roll my eyes at myself but I know my passion for this game (regardless of version or name) has been a major driving force in my life for coming up on 35 years. Thankfully my wife loves me anyways.

Do I also over-stress and over-analyze encounters and stat blocks and story and balance and...? Yup, and that is my own building "burn out" as a DM. It is a major reason I put all my Pathfinder books on a shelf in the den and play only Beginner Box. It is just easier in this hectic life to stick to the basics and have fun and not worry about whether the next game will be torn asunder because some powermad board-memorizer takes this feat or this build because it is "in* etc.

I also no longer play with the group which would habitually be late (biggest pet peeve in my life), spend half the game on cell phones, insist on the most outlandish, ridiculous builds because of an extra +whatever damage or hit with no consideration of the characters past play or the story... and my life is better for it.

I wiped the slate and started fresh and am having fun again. My wife made me smile our very first BB session by role-playing in a way I never imagined her capable of and really drive the most important point home.

Setting: Beginner Box published adventure.

Very first encounter, the goblins attack and the party retaliates. My wife, playing the cleric, wants to heal them and talk to them and see why they are attacking and to talk them into a different life.

We all just looked at her open jawed, when she said, "Look at the pictures of our heroes (pointing at the sheets and minis). Why would two little goblins attack three of us knowing they are going to die? I want to know what makes something so cute be so mean and I think Kyra would want to reform them, or at least try."

I was speechless to be honest, but I knew how she loved Pathfinder Goblins. They are "cute and awesome" and is really what made her agree to play. I let her try but "Valeros" wanted non of it and put them down.

Kyra - "Well I will heal the next one" with a smile.

She then leaned over to me and whispered, "You're right, this is a lot of fun. Thanks for talking me into playing."

The most important point reiterated and has given me endless motivation-

HAVE FUN!!

Grand Lodge

Oh my dear god. I did not realize that would become such a wall of text.

Sorry. It just kept going.


Sissyl wrote:
Kelsey MacAilbert wrote:
I feel for you. My gaming group doesn't play Pathfinder so much as we play F%&$ You A##!@$#s: The RPG, so I know burnout. I'll read over your suggestions more carefully. May be useful.
Is that a new game? :-)

Yes, but it's more frustrating than fun.

Shadow Lodge

mplindustries wrote:


However, I have never met a single other roleplayer who liked puzzles even a little bit.

Pleased to meet you.

My players all say they hate puzzles, though they're actually wrong, they just think they do. I regularly put a few puzzle in my games, I just don't let the players realize that it's a puzzle. I also allow skill rolls for hints or partial completion of puzzles, but the players have to do some of the work. I find spreading the puzzle out over a few rooms, and making it obvious when they do something right gets everyone engaged. Props are good to if you have the time, and skill, to make some.


Good point Heck... I don't make any big deal about puzzles either, I just work them into the narrative as casually as possible. I am quite certain the party with the arrow thing I described above did not consider it a "puzzle" at all. They just thought they had a brilliant idea and it helped them solve a mystery.


Good day folks, today's order of business: another big long post, or BLP. The next post will primarily concern world building and the effects of getting overly attached to your campaign setting, or anything in a game really.

I should have the post written out and up before 5 (I write slow). Before that, however, I would greatly appreciate some feedback on whether or not there is enough substance, so to speak, in my posts. Last night as I was typing up my last BLP, the thought occurred to me that my posts contained few helpful bits of advice. Maybe it's just my overactive brain, now you can see where my trouble as a DM comes from, so your feedback would be most helpful in writing my next BLP.

Thanks to all who have read and replied thus far.

-Canis

edit: I feel I need to add that I'm not looking for kind words to stroke my ego. If you have ideas or sugggestions on how I can improve my content, presentation, level of detail, etc. that would be greatly appreciated.


Kelsey MacAilbert wrote:
Sissyl wrote:
Kelsey MacAilbert wrote:
I feel for you. My gaming group doesn't play Pathfinder so much as we play F%&$ You A##!@$#s: The RPG, so I know burnout. I'll read over your suggestions more carefully. May be useful.
Is that a new game? :-)
Yes, but it's more frustrating than fun.

I thought your gaming group woes were solved?


Buri wrote:
Kelsey MacAilbert wrote:
Sissyl wrote:
Kelsey MacAilbert wrote:
I feel for you. My gaming group doesn't play Pathfinder so much as we play F%&$ You A##!@$#s: The RPG, so I know burnout. I'll read over your suggestions more carefully. May be useful.
Is that a new game? :-)
Yes, but it's more frustrating than fun.
I thought your gaming group woes were solved?

So did I. No such luck. Hopefully things will change when I move to Montana.


Kelsey MacAilbert wrote:
Buri wrote:
Kelsey MacAilbert wrote:
Sissyl wrote:
Kelsey MacAilbert wrote:
I feel for you. My gaming group doesn't play Pathfinder so much as we play F%&$ You A##!@$#s: The RPG, so I know burnout. I'll read over your suggestions more carefully. May be useful.
Is that a new game? :-)
Yes, but it's more frustrating than fun.
I thought your gaming group woes were solved?
So did I. No such luck. Hopefully things will change when I move to Montana.

Safe travels on your journey.


Dotting for reference


edit: I feel I need to add that I'm not looking for kind words to stroke my ego. If you have ideas or sugggestions on how I can improve my content, presentation, level of detail, etc. that would be greatly appreciated.

I wanted to chime in and advise that I tried to build a work like the game Oblivion and Skyrim. My one problem is that my group games via skype and now google +. I have scoured the Internet for pictures of my NPCs, monsters, treasures, textures to dungeons and castles etc., have made many purchases from Ebay for errata, purcahsed Profantasy Map maker so they could have colored and very detailed maps, and just about everything is a home brew. Also, I have a pad of graph paper and create my own dungeons and label the sides and tops of them with lettering and numebring so they can draw the map out on their battle maps. I am a very visual person and like that style of gaming, heck I even enjoy spending countless hours on that. My group enjoyes the amount of work I put in and it really helps. Also, we have minis and I mean a ton of them and that has been a great help.

My other problems were having the occasional puzzle and I could hear a pin drop from three states away. Man they disklike puzzles so I have limited them. Every now and then one of them is killed and then I have to mute my laptop so I don't hear the whining. They are good about creating new characters and I can input them into the game on the fly or they can raise dead etc. I have learned that trying to create details for everything is very time consuming and sometimes the group zigs when I thought they would zag. I am pretty flexible when it comes to rules and learned that being a rules attorney is not enjoyable, most of the time. Be willing to stray from the main story line and have a side quest lined up. Also, the players have huge egos and like to have their background storyline stroked. I don't mind, but try to have more than one characet involved so the rest of the group is not alienated.

More to come?


OK, guys, I have been DMing since 1974 or so, I have a few suggestions, they apply most to newer DMs.

Puzzles, riddles? Sure, go for it. Let the players have fun trying to figure them out or guess. But do remember that a player that isn’t so hot at this may be playing a Riddlemaster bardic genius. So, after they don’t get it on their own, let them get HINTS by making skill or INT checks.

Loot? Players love loot, but you don’t want to be Monty Haul. New DMs- use the WBL tables, but be a little more generous, remember that you can go one level above without breaking the game. So, with 5th level PC’s they can have up to 16K gps each. Err on the side of being generous, but don’t overdo it. Throw in some cool sounding loot once in a while like a “delicate hand carved ivory statue, worth 120gps”. (in the back of some older sourcebooks they have tables of this stuff) and make up a few fun but mostly useless in combat magic items like a “Toysong bird that sings along with you, adding +1 to Perform checks”. Never hand out a macguffin that they will NEED several games from now without making it real obvious.

Starting stats? Again err on the side of being generous. If the last DM had a 15 pt buy, try a modest increase to a 20 pt buy. Don’t go to “roll 6d6 keep the lowest 4, roll a dozen times, pick the best set”.

Source books- here’s where you should be conservative. Start with the Core & APG only.

DMPC’s- as in a NPC that you run, not the players. DON’T. Yes, some few experienced DMs can pull these off. You’re not experienced. Don’t.

Evil games, evil PCs or CN sociopath PC’s: at some point in time, experienced mature players/DMs will want to give this a try as a change of pace. You’re not experienced. Don’t. Same with PvP. Ask the players to come up with a background which includes why they are together as a team, or suggest a reason.

Pre-gen PC’s. Never. Do use modules, but change things up a bit.

Railroading. Yes, OK, within limits. Make sure you allow the players to “stop the train” to get off and visit a ‘whistle stop” etc. Read “DM of the Rings” Don’t be that DM.

Table time- make sure every PC has a chance to shine at least once a nite.

Splitting the party while adventuring; half the fun for the players, double the work for you. Don’t.

Lastly- have fun.


First off, thank you Jak the Looney Alchemist for the idea for this post. For those who may have missed Jak’s post, he talked about not becoming too attached to any part of your campaign. This is some of the best advice a DM can receive.

When it comes to world or campaign building, young DMs often, as is my case, invest a substantial amount of time and energy into their creations. There isn’t necessarily anything wrong with that, but after lovingly crafting the “perfect” campaign or world, it is often hard to let a PC change something.

In my case, this has led to some pretty stupid moments as a DM. I’ve made excuses for why an NPC survived, why PCs were not allowed to do something, and rail-roaded the adventure countless times just to ensure my campaign remained as originally written.

I am the first to admit that, for the longest time, I was guilty of this. Plataea (my campaign setting) was my shining accomplishment. I was unable to allow my players to have a substantial impact on the world because I had carefully thought out what the status quo was within the world and I didn’t want that to change. My games suffered for it. I was so wrapped up in the in-world narrative that I pushed the game narrative to the side and did not allow the second to impact the first. Not my finest moment.

I am, by no means, telling you not to invest yourself in your campaign setting, campaign, or NPCs. The best adventures are born of enthusiastic PCs, NPCs, players, and DMs. If your players see that you are enthusiastic about an adventure, they in turn will be more enthusiastic. If you breathe life into your NPCs, the players will do the same for the PCs. DnD is about stepping into a whole new world where you are the hero. Enjoy that, immerse yourself in it, have as much fun as you can. That is Canis’ tip of the day. Anyways, back to the topic at hand.

Allowing your players to really impact the town, city, and world they inhabit is by far the best approach to drawing your players into the narrative of any game. When you as the DM ensure that things, just like in life, change in the game in response to the PCs actions, you add a new layer of interest to the game. Sadly, more often than not, young DMs ignore this rule. Why? To be frank, “Because this campaign or campaign setting is all my work and I’ll be damned if you or anybody else screws it up.”

You want to be a better DM? Forget about how awesome your world is, to a degree, and focus on building around your players. To quote an older DM, “There is no room for pride in DMing. The game is about the players, not the campaign world,” (Oakspar77777, Lessons from DMing with my girlfriend).

Here’s my example:

wrote:
I was co-DMing a game in which the PCs were trying to put down a proto-demon (M1). In that particular setting, the biggest faction was focused on the eradication of spell casters. Why is that relevant? Because you couldn’t go anywhere without seeing one of these people and the night in question was all about storming one of their smaller keeps. Note: this was my first night ever DMing. I built a custom encounter and started the night feeling pretty confident. During the night, the PCs completely eradicated my NPCs and became bored, significantly lowering my confidence level (M2). Soon afterwards, the PCs had the encounter taken care of with no visible continuation of the story. Oh but I had a plan you see; a mysterious stranger, bearing a mysterious symbol gives the PCs a cryptic message and leaves. The stranger, after saying his piece, begins to cast teleport and the PCs attack him. That was not allowed. I had invested too much in that NPC, in my misguided reasoning, to let him be killed so I simply told my players they weren’t allowed to do that (M3). In response to my player’s indignation, I simply said, “That’s just how it is, sorry,” (M4).

Breakdown:

M1- I am against co-op DMing in general but when it comes to trying to co-op as a young DM, as was the case above, the best advice I can offer is don’t do it. Get your feet wet on your own first, then give it a shot.

M2- First, of course you want your players to have fun but if they’re not, because of lackluster fights as in the above example, boost the NPCs a bit. No one will notice, or if they do, they won’t care so long as they’re having fun. Secondly, don’t lose confidence in yourself because things aren’t going as you’d hoped. Roll with the punches and switch things up a bit if you start to sense boredom at the table.

M3- Sometimes it is necessary to just say your PCs do something, or don’t do something, in order to advance the story but avoid rail roading as much as possible. Have contingencies if the situation calls for it.

M4- If you do have to rail-road something in your game, give your player’s a reason for it. Don’t just say, “Cause I said so.”

Example Overview: I didn’t allow my PCs to do something, not because it would advance the story, but because I was attached to an NPC. The night ended on a sour note because I forgot the first rule of DMing, “It’s about the players, not the campaign world, NPCs included.

So in summary, keep the PCs as the focus of your adventure. Take pride in your world, but don’t get too wrapped up in it. Roll with what changes and above all, have fun.

-Canis

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
DJEternalDarkness wrote:
DM_aka_Dudemeister wrote:
Think of writing for home games as impressionist painting, you paint the broad strokes, the players own imagination colours in the small details.
This is one of the prettiest and deepest things I've read on DMing. I'm glad this is the way I TRY to do things (some days are better than others) but my hat is off to your Sir for this post.

Well shucks.


DM_aka_Dudemeister wrote:
DJEternalDarkness wrote:
DM_aka_Dudemeister wrote:
Think of writing for home games as impressionist painting, you paint the broad strokes, the players own imagination colours in the small details.
This is one of the prettiest and deepest things I've read on DMing. I'm glad this is the way I TRY to do things (some days are better than others) but my hat is off to your Sir for this post.
Well shucks.

Just wrapping this in a giant "+1" as I am late to the game. Its a good way to think about things... the players have their own agendas, give their imaginations enough room to fill in the detail.

EDIT- And God knows we can't figure out what the players' agendas are half the time anyway. :-)


Does this board have a quotable quotes page? That should definitely be on there

Liberty's Edge

Egoish wrote:

I hate puzzles...

....Another riddle was solved by Google the bardic npc hireling.

Hah! That's beautiful.

(IMO, "puzzle traps" are an instant sign of a less-than-creative module-writer or GM.)


I have actually been playing around with the idea of a dungeon that is a gigantic puzzle. Depending on how the rooms are adressed, the final encounter will change. In this way, players don't even realize they are doing a puzzle.

Thoughts?


Go for it, but I wouldn't tell them in the slightest except possibly to have someone roll with a dungeoneering or engineering check to see if they notice the oddities. Even then I'd keep the clues general.


I have always wanted to use the puzzle system within God of War but it seems a bit complicated so I've never pursued it. Any ideas about that?


Haven't played it sadly wish I could help although I'm sure I'm in the minority here on that one so I'm sure someone could.


it mostly mechanical traps that require certain items to operate, or certain actions to complete. I'd suggest looking some up to get a feel for the mechanics. The puzzles in that game are quite beautiful, albeit it lethal, but beautiful none the less/


You might give this post here a read, it really adresses some of your mistakes, an while I don't agree with everything in it, it surely gives a lot of inspiration on how to be a good GM without overdoing it.

Enjoy

The Lazy Mans Guide to Gamemastering


Malignor wrote:

One major part of my grand puzzle was an immortal man who knew the secrets of the ancients - secrets which could threaten all humanity. To ensure he wouldn't utter these secrets, he cursed himself to forever speak in metaphorical riddles.

He also was a powerful prophet, so when he followed the party for awhile, he foretold a whole bunch of stuff, but spoke it in bizarre metaphors that were hard to understand. But there was a formula to his riddles, and the party would have to look for signs/clues in the coming events to reveal the meaning behind their encrypted prophecies.

Fizban?


Hello again folks. I'm happy to say that momma is doing much better. Thanks to everyone for your kind thoughts.

As for this thread, I intend to start writing a BLP biweekly, I hope. I'm shooting for Mondays and Thursdays. I already have a few thoughts for topics, but I'm open for suggestions. Any thoughts?

-Canis


good to hear about your mom getting better, what about write about your very first game.


That sounds like a good idea. I will have it up by tomorrow, 5 o'clock central time. Thanks for the suggestion and I hope your game is going well

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Glad to hear the family is doing well. Do you have a blog you want to link to?


I considered doing a blog but I haven't seen a site that I really liked and I thought this might be a better way to connect to my fellow DMs, new and veteran alike.


I have not started yet, I'm preparing.


Remember, don't stress. I can't stress that enough. <-haha, that's funny, I'm funny (does American Dad voice)


Dudemeister, do you know any good blog sites?


1 person marked this as a favorite.

Thanks for the awesome read. I have made those mistakes in games I have run. It's easy to fall for your own hype and drown your players in details they don't really care for. My first game was a disaster where the players were simply spectators. I created this massive story in a home brew world and it turned out to be a disaster. But the second game I ran was pretty successful, quite by accident.

1. I kept it simple. I didn't even know what my plot was until I got use to how the players played. I threw situations at them and then I finally came up with a simple plot, which the players pretty much found out immediately, and for eight months they battled and fought and explored their way to the conclusion. The plot? Find three pieces of an ancient artifact that does this and that. Do this before the Cyricists do. Done.

2. I gave the players ownership. The second game was not really about the players at first. It became about them by pure virtue of their involvement however. The BBEG sect were looking under their beds for them, and spreading rumors about them. They eventually became scared of them, so far as to come out of hiding to plead for their lives in exchange for information. Stories of their exploits were told about them to their faces on gather information checks by people that didn't know they were them, and much humor was had when the stories were less than accurate. Eventually they got a ship and crew (only the captain had a name and stats) and they made friends with numerous people that were flash in the pan NPCs at first, even of those who were enemies at first.... And this was all player driven. I didn't plan for it, I simply planned around it. The second part fell apart because I forgot that simple fact and it became about MY plot. I made the mistake of thinking that it was my terrific story telling that made my first part fun. I was wrong.

To me a game is easier to plan for, when you rely on your players to tell the story and establish the narrative and tone. Granted my players are pretty ace. *cough* Malignor *cough* You have to start somewhere sure, by throwing a planned adventure their way, but you got to watch them, listen to them, take notes when they talk about their characters, and then encourage planning and roleplay, especially offline... (We have a message board where they like to IC talk about the story and plan). They are a wealth of ideas waiting to be tapped. I know this now, and DMing is exciting again.


Dotting for reference.

I'll add: listen to your players. See what they react to. Do more of that.

And I'll second the person who said: just do a paragraph or son on what each major group or NPC is up to, every session or two. That generates an amazing amount of plot if you just pay attention to the NPCs. Don't have too many of them, though...


I can relate to the problem of not allowing a thing:
I had my players run in a zombies-are-smart(and not evil)-demi-plane, and the clerics first reaction to an undead was to turn them. I told him that the undead held an amulet in front of him and nothing happened. After the game, the player critised this, as nothing he knew could stop him from turning undead, he however accepted my decision during the game (an I'm very grateful for that).

Things just happen something, and everything goes wrong. If he had attacked and killed that undead, he would be the ennemy of every person in a small plane ...

anyhow, there's no moral in this story I guess, sorry for that.

Master_of_Plataea, you realize every mistake you make, but you still see a lot of problems in your GMing style? It's weird.
If I may be so blunt to categorize you(r problem), you seem to be the storyteller type with a heavy deus ex machina complex. You want to write books, only there is that bloody freedom of choice your heroes suffer from. There are probably players out there who like that, perhaps you should look for other players, as it's difficult to change a GM style. Or let someone else GM for a while and copy it a bit.


After thinking about it a bit, I've decided to turn this into a blog. I'll still update this thread as I post so I can stay connected to my Paizo friends, but I'll also be running the blog to reach other pleyers and DMs outside the Paizo forums.

masterofplataea.blogspot.com for those interested

-Canis


To Richard:

I do realize my mistakes and yes I am a storyteller but the point of this thread isn't to "fix" my DMing style. My players are fine with it, we have fun, and mostly leave happy from the table. I made this thread to offer advice to young DMs and hopefully have a few chuckles in the process. I'll update this later, I gotta run.

-canis

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Word press is pretty popular, and Tumblr does the job.


Ha! Bad games??? You have not yet beheld the craptacular Vampire the Requiem game that I attempted to run my last time at plate running a game, or my futile attempt at Mutants and Masterminds. LOL I will post some of these travesties of all things holy at some point so that you may marvel at those two games. It nearly shook my confidence as a GM to the core.


I'll post my next BLP soon, I've been busy with doctors and hospitals and such.


ok I understand.


Thank you to Run, Just Run for the inspiration. This post will be a little different from my previous posts. Rather than writing from a DM’s perspective, I will be writing from a player’s perspective. I will still be giving an example, but rather than pointing out mistakes, I’ll be illuminating “points of advice.” I’ll abreviate the points of advice as A.

This post concerns my first experiences with D&D, and with table-top games in general.
In this post, I want to explore how a player views his/her DM and how that can influence someone’s play style. Alright, to the post.

When I first started thinking about playing D&D, I was very apprehensive, “That’s the geek game right?” I visited my cousin’s group once, saw the miniatures, mat, and books and thought, “Yup, definitely a geek game.” I guess you could call it self denial. Geek is the biggest identifier I use and, being 6’2”, I usually don’t hear anyone laugh about it.

Anyways, after a fair amount of convincing from friends, I finally agreed to give it a shot. I began reading up on it, discovering the history and supposed infamy of the game. I borrowed a PHB from a friend and read as much as I could. I was immediately hooked on the idea of being a hero and of playing my favorite fantasy creature: dwarves. The first night of play couldn’t come soon enough.

The first night, I was confused from the word go. Modifiers, saves, bonuses, AC, it was all Greek to me. Thank God for good friends. That night, as I remember it, was pretty standard, story wise. We had to find a bandit and kill him for the reward. Simple, but so fun for a new player. Here’s an excerpt from the night:

We, the party, started out in a bar, original I know (A1). On the wall of the bar was a piece of paper, a bounty notice. We decided, yes, we will take the plot hook (A2). We geared up and headed towards the bandit’s normal stomping ground. Soon we were waylaid by henchmen who we easily dispatched (A3). After a little persuasion, one of the minions revealed the location of the bandit hideout. The hideout comprised of three levels, which we only found out at the end of course. This dungeon was successively harder the further in and down we went (A4). Long story short, we found the bad guy, along with a literal wagon load of loot, and put him down.

Breakdown:

A1- It may seem clichéd to a young DM, but starting out simple is usually the best way to go. In the example above, we started in a bar and had a blast. Bars in D&D are comfortable for many players. As the old adage goes, “If it ain’t broke, don’t fix it.”

A2- Like in A1, simple is better. Sometimes, blatantly obvious plot hooks are better than cleverness.

A3- Easy encounters can be used as a means to find information and further your story. In addition, it’s always fun for players to feel awesome because they breeze through an encounter. It’s also an easy way to bring PCs up to WBL if you feel they may be lagging behind a bit.

A4- Making dungeons that become more and more challenging as PCs explore them can be one of the most memorable experiences for your PCs. “Sure it may have been all hacking on level one but we’ll have to think tactics for level 2.” This type of dungeon forces your PCs to close ranks and work as a group.

Let me talk about my DM a bit before I conclude. The night I mentioned above went as most nights did for my DM. To me, he always seemed prepared and never got upset if we breezed through an encounter. He didn’t have to keep flipping through his rulebook because he knew what he was doing that night and had read up on it beforehand. I as a player felt more involved in the story because there were fewer breaks to double check a rule, so the “mood” wasn’t disturbed.

Project confidence to your players, whether you are isn’t the issue, and your games will improve for it. That’s all I got for today folks. Thoughts?

-Canis


Very interesting, I know this is not the reason of the thread but what class were you? I'll try to use the advice.


It's fine, I was a dwarven cleric. Cleric is a good starter class for young players. It also happens to be my favorite class. Just sayin lol

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