From your personal experience what makes a good DM?


Gamer Life General Discussion


Like everyone here, we all have different tastes. Some enjoy the Control freak DM, the Bible/Torah/Koran rule book thumping Dm's who play the game with an Iron fist (yes! you know who you are) and can't forget the Dm's that just simply are awesome with and open mind. Even there are DM's who have no idea WTF(paizo you may want to edit that pun) they are doing.

So good DM'ing is like everything experienced based the more you play the role the better you get, for some Dm's sadly some simple human emotions are quite inept and tend to make the gaming experience lame.

I have been playing D&D/Pathfinder for 15 years and my DM has been for 20 years. Yes playing with people in a campaign for 5 years strait you develop certain lack of a missing personality member when creating a new campaign. You know like the spike who would turn chaos into manageable calm that character who has moved away. Or the crazy monk who would act without thinking and land himself in trouble ect...

every character puts a certain personality into a game. A Good dm has to realize this and think out side the box when playing. My DM (good friend) plays on the books yes but also thinks out side them as well, making concessions that make sense and not what a Paizo Dev thinks.

From the DM role playing NPC's to actually changing his voice to suit the personality makes it a really fun experience. We as a group have played with one another for some time and added some new faces. Yet we don't play a ruthless group out of greed and evil. Consider the facts that if a group works together in treasure ect... you can do a lot. We play smart and we role play. Like a party treasure for those times when funds are needed to help or purchase an item of great power ect...

However, thing is when we need a new player we are very picky on who we let in because well "yes we have had a player literally role play them selves out of the group" Funny as was it did not make sense because it was his 1st time playing it did not work out.

Like all players I understand it is very hard to find a very good open minded DM who considers all facts and logic to a certain extent.

So from your personal experience what makes a good DM?


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I think being able to listen and adapt makes a good GM. Just to be clear, that does not mean do everything your players want you to do. It just means that, taking the time to listen to their concerns is a good thing. That also includes being willing to explain things, within reason of course.


when your group has fun all the time you are a good GM

evryone is difrent and not evry GM fits every group! if you got a good group of friends GMing isnt a problem theyll accept you either way!

just try to build on the fun and all wil be good!


I think he was looking for general ideas. That is why I did not go into detail about what counts as "within reason", or how much time a GM should take to explain things.

Sovereign Court

The two GMs that inspired me most were very different.

One was heavily into preparation. He'd work out scenes and plots in advance, and had lots of background flavor and setting details to work in; everything felt really deep and developed. There was minor railroading, but he avoided that mostly by ending a session when we were running beyond his prepped notes, so that he could adapt by the time next session rolled around.

The other GM was heavily into improv. Whenever we investigated something, more detail would come out; it was fractal-like. Anything you pay attention gets more plot, so you pay more attention, so more plot; hard to tie up loose ends. He was really good at getting the sandbox feel; we could go anywhere we liked and there'd be something there.

Both were really enjoyable games, and I aim to take the good from both approaches.


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For me, being a good GM requires:

1. Sufficient competency with the rules to either know the right rule, know how to find it quickly, and know the framework and intent well enough to wing it if you don't have the time to find it.

2. An open-minded attitude that's willing to say "yes" to player ideas.

3. Enough critical thinking skills and logical analysis to know how to apply items 1 and 2.

4. A creative and flexible mind that can both plan grand adventures, and react quickly to whatever the players throw your way.

5. Sufficient organizational skills to find what they need, when they need it.

6. The interpersonal and communication skills necessary to keep a table of four or more people engaged, having fun, and relatively argument-free.

Numbering does not indicate priority, but rather allows for quick referencing should it be necessary.


If I had only one word: flexibility

Otherwise /sign @ BillyGoat


BillyGoat wrote:

For me, being a good GM requires:

1. Sufficient competency with the rules to either know the right rule, know how to find it quickly, and know the framework and intent well enough to wing it if you don't have the time to find it.

2. An open-minded attitude that's willing to say "yes" to player ideas.

3. Enough critical thinking skills and logical analysis to know how to apply items 1 and 2.

4. A creative and flexible mind that can both plan grand adventures, and react quickly to whatever the players throw your way.

5. Sufficient organizational skills to find what they need, when they need it.

6. The interpersonal and communication skills necessary to keep a table of four or more people engaged, having fun, and relatively argument-free.

Numbering does not indicate priority, but rather allows for quick referencing should it be necessary.

Thanks for saving me having to write that out, it's almost exactly what I would say. I'll add two items to your list though.

7. The commitment and availability to hold a game together for the required period of time. It's easy to replace a player who drops out, but a dropout GM usually means ending the campaign.

8. Commonality of style with the players. A certain GM might be ideal for one group, but terrible for another.


Fairness to the players, consistancy, and a bit of honesty can't hurt. I've been in groups where favoritism is constant, another my character died becuase I couldn't make it there that day(they thought it was okay I guess?), and another where nothing was constant and the rules changed everytime something came up. I think can tell you a lot more what my DMs did wrong though, that stuff sticks with you sometimes.


9.High tolerance for abuse and punishment from self loving, late arriving, Cheetos devouring, thankless jackals.

So I have been told.

Liberty's Edge RPG Superstar 2013 Top 16

The ability to "deliver the goods" in terms of player enjoyment. This includes the ability to read your players well enough to know what they like even better than they are able to articulate to you. Pull out all the stops and crank it up to 11 every time. Not every session needs to be "kill the great wyrm, save the world," but every session needs to have "wow, that was AWESOME!" moments. You need to know how to provide spotlight time for every player.

Fairness. This includes rules knowledge, consistency, skill at game balance, and an intuitive or ingrained understanding of risk/reward psychology. Not only do you need to be fair, your players need to perceive you to be fair. If the players think there is an adversarial relationship at work and the GM is trying to screw them, the game will break down quickly.

Commitment. Do the prep. Better yet, enjoy the prep. You can't communicate what's going on to your players if you don't understand it yourself. Even if you improv a lot, preparation really moves improvisation to the next level.

Flexibility. Plan the fight, but don't fight the plan. Do the prep, but realize that the prep won't survive first contact with the PCs. PCs have the uncanny knack of doing things you don't expect. A good GM can roll with the punches and isn't too tied to the plot. There's also a certain skill involved at getting the PCs back on course, in a believable way, without them realizing it; and the related skill of keeping the railroad invisible if there is one.

Communication ability. Different players get information different ways. The best GMs use many different methods of communication effectively: speech, passing notes, campaign websites, email, etc. Also included is expectation management. Clearly communicating campaign guidelines, themes, house rules/table rules, and game philosophies beforehand would prevent 99% of the friction that players and GMs usually complain about on these forums. Without spoiling anything, you owe it to your players to give them the "back cover" description so they can decide if they're going to be interested. You also need to have the ability to describe things beyond what's in the box text, and to know when NOT to provide description to the players.

Imagination. Homebrew GMs obviously need this, but even AP/module/PFS GMs need it, too. The rules aren't designed to handle everything, but you can use them to model almost anything. A good GM can figure out a way to handle that wacky use of a spell or crazy chandelier swinging maneuver.

Leadership ability. The GM is probably also the group's organizer and social coordinator. You have to have the leadership chops to get everybody on board with the game you're running. Your players have to trust that your main goal is to give them a fun and awesome game experience. From time to time, you may have to deal with interplayer conflict or problem players; a good GM has the interpersonal skills to handle such situations.

Liberty's Edge RPG Superstar 2013 Top 16

I'll add:

Pacing. Good GMs keep the game moving along at the right pace and help their players avoid going down rat-holes. This isn't the same as avoiding the use of red herrings. This is the skill at, for instance, keeping the rogue player engaged so he doesn't start asking for you to roleplay out every pocket he picks while the other players yawn and trim their nails. OTOH, maybe your party is the kind of party that really, really wants to roleplay a shopkeeper interaction every time they pick up another 20 arrows and 50 ft. of rope. Some players can hold up the game for hours, arguing the pros and cons of whether they walk or ride horses to the next location. A good GM knows when to handwave something to keep the game moving along. Admittedly, this skill is just as important for players, too.


Just one other thing that deserves mentioning.

In a word, Practice.

Good DM's are made, not born.

So, strictly speaking, a not-so-good DM can improve his skills through practice as long as his players help him to do so.

Another thing to keep in mind. If you never give the DM time to improve and just walk out or belittle his playstyle then you will never know whether or not they could ever have become a good DM. In fact, you directly contributed to the probability that it will never happen. This is bad for the gaming community as a whole as it discourages people from trying their hand at the DM's spot for fear of ridicule or alienation.

So...Practice is the number one method of sharpening ones DM skills.

And Perfect Practice Makes Perfect.


Weslocke wrote:
Good DM's are made, not born.

Made? Show me the factory! I want one! Can I get them custom made to my specifications? Nothing big, just some refluffing and houserules and...

Kidding aside... If your a new DM getting some friendly support can be good. Good support is hard to describe, but it can really help. I know it would've helped me any time I've had the job.


I like it when a GM plays outside the numbers, and keeps secrets that the PC's wouldn't know. You contract ghoul fever? Maybe you don't know until the next day. Flavor then the numbers, you feel weak and disorientated (apply penalties). Most long-term players would know immediately, but I enjoy the mystery of not knowing everything.


I could really go off on this, but I think a small (incomplete> list will accomplish the same thing.

1) Impartial between players, and between PCs and NPCs.
2) A good story teller, in and out of combat.
3) Has something to offer both the war-gamer and the role-player.
4) Be as adaptable and flexible as PCs are unpredictable, and willing to listen.
5) Is willing to at least attempt voices. :)


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Consistency

with the rules
with the players
with the monsters
with the treasure
with the experience
with making it fun for everyone


Keeps game moving so players do not get bored. Ability to adapt is good as well.


Oh, so many demands and requirements for a good DM. (this makes him a rare species)

One very important aspect of a good GM I didnt see yet is carefully choosing his players before he starts the game. Eg. not every player can be invited to every game or combination of co-players.

Maybe we should also talk about how players could contribute to help their overworked GM creating a good game experience? :)


Lots of good advice already. Some additional thoughts:

Confidence in one's ability to take control of a situation is an extremely valuable skill in a GM. Good GMs keep the group focused, on task and away from time and fun killing diversions.

A sense of humor. Especially as regards being the target of jabs from potentially disgruntled players. Nothing diffuses a potentially unpleasant situation like a GM who can turn a jab into a joke.

Presentation skills. Good GMs are able to communicate quickly, concisely, completely and with an engaging style. That means everything from maps to ransom notes.

Lack of ego. Good GMs know it's not about them. Not about their world. Not about their personal hard work and sacrifice, and not about the money, snacks or use of their own house for gaming. It's about the game.

Shadow Lodge

When I figure it out, I'll let you know.

Liberty's Edge

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The ability to 'herd cats'...very helpful.

Adamantine Dragon wrote:
Lack of ego. Good GMs know it's not about them. Not about their world. Not about their personal hard work and sacrifice, and not about the money, snacks or use of their own house for gaming. It's about the game.

Ok, seriously now...Listen to guys like AD. He always gives really good advice (except about animal companions, but that is for another show <insert smile here>). I think his comment about 'lack of ego' is some of the best and most challenging advice you can embrace.

As a GM, you may put a huge amount of effort into brainstorming, researching, lovingly crafting a wonderful scenario...and then along comes the players who ruin all the perfect work you did for the scene/story. It can be difficult to give up your vision for the one that the players sometimes unknowingly create, but if you are prepared to do it, games can take fantastic turns you may have never considered. Some of the best game play I have been a part of has come from a PC doing something the GM did not consider and him rolling with it.

Scarab Sages

The ability to err on the side of player awesomeness.

The flexibility to workaround the game killing brokenness that crops up from time to time.

The ability to tell when the fun ends and find your way back to it.

Liberty's Edge RPG Superstar 2013 Top 16

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Enpeze wrote:

Oh, so many demands and requirements for a good DM. (this makes him a rare species)

One very important aspect of a good GM I didnt see yet is carefully choosing his players before he starts the game. Eg. not every player can be invited to every game or combination of co-players.

Maybe we should also talk about how players could contribute to help their overworked GM creating a good game experience? :)

This. Having good players helps create good GMs. When players and GM are on the same page, it creates a feedback loop of awesomeness and win.


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To paraphrase Chesterton,
"Dear Sirs,
Rarely, me.
Thank you," - Terquem


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A good DM keeps the PCs alive and the action awesome while convincing the players he is a psychotic genius out to kill all the PCs as horribly as possible.

Works for me, anyway.


MrSin wrote:
Weslocke wrote:
Good DM's are made, not born.

Made? Show me the factory! I want one! Can I get them custom made to my specifications? Nothing big, just some refluffing and houserules and...

Kidding aside... If your a new DM getting some friendly support can be good. Good support is hard to describe, but it can really help. I know it would've helped me any time I've had the job.

I agree with this point of view,though I can also see Weslocke's point. Like the Sorcerer class a good DM has the ability,but only with practice and support can they hope to become great! I am still fairly inexperienced as a DM and accomadating different playing styles is what I'm finding to be the biggest challenge. Also dealing with problem players can be a real crapshot,especially when you live in a city which is short on gamers.


A desire to tell stories communally.
A good enough knowledge of the rules to be able to bend them invisibly (a bit like good jazz).
That said, being consistant.
Treating all your players equally.
Respect your players but be assertive.
Put a lot of effort in outside the table - it will show when you do play.

Liberty's Edge

The single most important GMing skill is being able to keep things moving, without leading players around by their noses. Any GM that can do this is a good GM.

Of course, that's kind of a cheat, because so much of the other stuff folks have mentioned all goes into being able to do that. You need creativity, flexibility, strong descriptive skills, good rules knowledge, almost preternatural impartiality, and so on and so on.

But it's also kind of not a cheat, because it doesn't work the other way: a GM can have all the skills listed above, and more, and if the GM can't -- or won't -- keep the game moving (even the strongest table of players gets distracted or sidetracked sometimes), then the GM has blown it.


Lets look at my Rules of Good Game Mastery. They are listed in order from most important to least. And each level gives you new skills as a game master helpful in running great games.

Aranna's Rules of Good Game Mastery:

1- Learn the Rules: At the heart of every game is the game master. And the most fundamental skill is rules knowledge. You can't run a great game without first learning to arbitrate rulings. So the game master should frequently study the rules of the game. The broader your knowledge the fairer your rulings become. I rank this skill as number one because it is the trust builder. It is easy for your players to trust you if they know you will rule fairly. (Build Trust)

2- Learn your Players: A game is funner if you have players. And by studying what each of your players want out of the game you can learn to alter adventures to cater to that special love each of them is searching for. NOTHING draws a player into your game stronger than content tailored to his or her own personal tastes. (Draw them into the game)

3- Learn the Story: Beyond catering to individual tastes is the story itself. The story and it's events both planned and spontaneous are what people will be talking about years from now. Learning how to incorporate good story telling techniques into your play along with the study of the storyline as presented in the adventure you are running will bring that tale to life in a way that is pure magic for game master and player alike. (Make great memories)

While the first three are the most critical the last two will elevate you past stumbling blocks many GMs struggle with.

4- Learn Balance: Beyond the rules themselves there are the challenges the players face during the story that make that moment either a brief footnote or an epic struggle. Learning how to adjust encounters to create just the right level of challenge you want to paint at that particular moment is a skill all its own. It isn't an easy skill to master, too much and you kill the party, too little and the players are bored. Practice makes perfect in this lesson. Try slight alterations to encounters first to test the impact each will make and as your skill at finding just the right adjustment improves you can safely make bigger and bigger alterations. Mastery of this skill allows you to adjust encounters on the fly or as part of a story to get that perfect fight you need at just that point in time it's needed. Whether a player can't make it or the players had some bad luck in an earlier encounter you can confidently keep the game moving forward. From the little fight that depletes resources to the epic final fight and everything combat, skill, or social in between this skill keeps the story moving and removes hurdles. (Make the challenges support the story)

5- Learn Creativity: Armed with the first four skills you are now ready to tell YOUR story. From making an adventure from scratch to crafting an entire campaign setting they all rely on creativity. Look at setting as a good example. Some settings have a strong flavor and an involving storyline while others lack in one or both of those and become uninteresting backdrops. This isn't something that can be taught easily, however if you are reading this then you are a gamer and probably fairly creative already. The best things I can offer as advice here is to familiarize yourself with what works in creative works by others. We all want to tell a tale. Writing classes and being well read both help you focus your creativity and make a compelling tale. (Share YOUR vision)


Adamantine Dragon wrote:

Lots of good advice already. Some additional thoughts:

Confidence in one's ability to take control of a situation is an extremely valuable skill in a GM. Good GMs keep the group focused, on task and away from time and fun killing diversions.

A sense of humor. Especially as regards being the target of jabs from potentially disgruntled players. Nothing diffuses a potentially unpleasant situation like a GM who can turn a jab into a joke.

Presentation skills. Good GMs are able to communicate quickly, concisely, completely and with an engaging style. That means everything from maps to ransom notes.

Lack of ego. Good GMs know it's not about them. Not about their world. Not about their personal hard work and sacrifice, and not about the money, snacks or use of their own house for gaming. It's about the game.

Almost all good points... That last one is false. There are two types of people introverts and extroverts, or simply stated, leaders and followers. You need a healthy ego to successfully lead and the GM is the game leader. If a follower is GMing the game quickly becomes 'generic setting which is ALL about the character of the player with the biggest ego'. Which is fine if you are that player... but it can be tiresome for everyone else. Lets face it ego is confidence and a GM that lacks confidence will have a dull game with one or more players manipulating him from the player seat.

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