#1
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Your Dungeon Master's Creed
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#2
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I believe D&D is a team game, meaning the team should have to work together & utilize everyone to overcome truly difficult circumstances. There may be situations where one party member may outshine the others, but this should be the exception, not the rule, as well these should be balanced, giving everyone an equal opportunity to shine.
I do not believe the game is ever the DM vs the players. The DM is infinity, whereas the players are a handful of PCs. I have no issue with fudging dice to keep the PCs alive, but I will never protect the PCs from their own choices. If you decide to pimp slap that ancient dragon as a first level character, you will soon discover why he keeps that ![]() I understand nobody wants their character to die, but whether you live or die should be determined more by your actions & decisions than by dice & numbers. With that said, I am not a fan of power gamers. I do understand not wanting a weak character, but to me this game is about developing a character, not a set of numbers. As a DM I tend to prefer open world story as opposed to railroading. Giving my players the freedom to choose their own path instead of dictating it. Planning the beginning & the end, while letting everything in between be written by us together.
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#3
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Good Idea for a thread Dread.
I believe when introducing someone to DnD/Pathfinder especially in offline sessions. Its best to have a one off session when practical. Usually 3-4 players max. I'll build throw away characters for older players that don't want to be bothered building a throw away. But I always make sure to sit down and make a character with the new person. While making it clear that the character in this game will not be reused at anypoint in the future. I usually try and end all of these one shots with all, or at least some of the characters deaths. This allows you to gauge how the person reacts. Some people really enjoy it, some are shocked. Some get pissed, or angry even. Usually after talking with everyone they understand that this isn't an every time thing. But most importantly, it gets rid of the "its my first character" . They get to go through and build that 2nd character. They are a little less afraid of losing it. It feels less time consuming to create. They have a better understanding of what they actually choosing when you say "Do you have Knowledge Arcana". Also I personally use traps sparingly. Unexceptional traps, or ones the players. Somehow, manage not to find any hints for are worth just removing mid session. People usually feel cheated otherwise, which makes both sides upset. P.S. I'm shamelessly stealing that gif for use elsewhere.
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"This land is peaceful, it's inhabitants kind." - The Painted World Last edited by Drakeblade; Jul 19th, 2016 at 07:57 PM. |
#4
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I have 8 rules for behavior at my table and 6 rules for building characters. Some of the table rules aren't needed for some games, but I run a deeply immersive game and come to the table to run the game. Anything that distracts from that is not a good thing. Socialization happens before and after the game, but for the four to five hours we play it's all game.
My character rules presuppose a cooperative game, they may not apply to all game styles and don't even apply to some of the ones that I run. Table Rules - No cheating No negativity No metagaming No Monty Python Be respectful of others choices Pay attention OOC talk must be clearly indicated Non game talk – whisper or pass a note Character rules - The character must work in a group The character must be fun for the player and the rest of the party The character must be trustworthy in the eyes of the other characters The character must have a reason to get involved The character must fit the campaign The player must be able to actually play the character
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#5
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This is generally how I run my tabletop games...
I might add to this later on... ![]() Last edited by Peachyco; Jul 20th, 2016 at 05:23 AM. |
#6
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![]() Last edited by Cereal Nommer; Jun 29th, 2020 at 03:29 AM. |
#7
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My expectations list (in no particular order):
1. Have some basic respect for everyone at the table. You have a problem with someone, it's left at the door. 2. Everyone came to play a game, so pay attention to what's going on in the game. I don't expect people hanging starry-eyed on the DM's every word, but don't be the person who needs everything repeated 3 times because you were on your phone. 3. Have an idea what you're going to do when it your turn arrives. Yes, things happen, but consistently needing ten minutes every time your turn comes annoys people. 4. Keep your snacks off other people's stuff. 5. Know the mechanics you are likely to use. I don't expect the wizard to know the bull rush rules, but they should know what a spell attack is. 6. I will do my best to follow the rules as written unless I tell you ahead of time/clear it with the DM and party. Please show me the same curtesy. 7. I like rolling in the open. If I'm hiding a roll as a DM, I have a reason, and it's not always nefarious. 8. Characterization is nice. Characterization that makes sense is better. Characterization that annoys everyone at the table should be at ground zero of a twinned, maximized fireball spell. 9. I have an 'are you serious?' look. It's not subtle. If I'm DM and start giving you it, you're wasting everyone's time and should stop. |
#8
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I always DM with the "rule of cool". I have been known to fudge a few dice rolls, or be overly generous with the DC of something, if it is going to result in something interesting or hilarious happening.
I don't have many set in stone rules. No meta gaming, and no arguing with any final decisions would be two. If someone is ruining someone else's fun repeatedly then I will step in, but a little bit of light trolling and backstabbing is permitted if it's something their character would do. Apart from that, if everyone is having fun then I'm very easy going. It probably wouldn't be to everyone's liking, but my group seem to appreciate it. Last edited by Danjay; Sep 4th, 2019 at 02:34 PM. Reason: grammar |
#9
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I might be new to the site, but I'm not new to GMing.
For me GMing is all about story, for good or worse. And fun. I completly agree with Danjay's "rule of cool". I would never let a bad roll get between players and fun (it's important though that fun =/= always winning!). I usually don't tolarate PvP, even between a paladin and warlock. You are roleplaying a grown men, act like it! There is a flaw in it though: I wounldn't hesitate to kill a PC or even a party if it would make a better story than them surviving. On my defence, I wouldn't mind that as player, so do as you would be done by, right? Besides, all my houserules usually come to one statement: be cool and let others be cool. |
#10
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Just copied from one of my games...
1) I tend to be rather loose. A good story is more important to me than intricate details, rules and regulations. I personally think that a great game has an element of risk, of life or death, and that the hero (you guys) gets tested, and almost fails, only to overcome the odds and win. I think others call this the "rule of cool", I like to call it "good stories make good memories". 2) that said, I don't ever intend to kill players or parties. However, should you do something stupid, really stupid, it will happen. Jump from the roof to the street below to stop the villain before he kills the damsel, cool. Jump ten stories from the roof to the street below to save the damsel, and splat.... 3) I am not a rules lawyer. I enjoy learning the game, and being challenged by my players, and I love a debate, but in the end, rule zero wins. Then, rule cool. But I do love debates, so bring it on. 4) I tend to let my players run stuff on their own, and build around it. Want to have your own god to worship? Go ahead, invent one. wanna make potions of fireball? go ahead, give it a try. I also let my players RolePlay among themselves as much as they like, and encourage it. I will try to support it however I can, but I always thought that bouncing off my fellow players was as much fun, or more, than bouncing stuff off the DM. 5) Power level: I try to match your encounters to your power levels, +1 (see above, if it's not challenging, then what's the fun). that said, if you blow through an encounter or two using tactic X, you should expect your enemies to learn about tactic X, and use it on you too. Or, develop countertactic X+1. So, if those potions of fireball are devestating the enemy, you can expect to start dodging them on your side too. My BBEG's are smart (see next rule). 6) My BBEG's are typically smart. They plan, they lay traps, and they use spells somewhat wisely. Now, that drunk orc? Nah, he's probably stupid. But, expect that my guards are on rotations, and if one doesn't report in, there will be an alarm. Or there are second layers of pickets around the camp. Or that evil dwarf was expecting people to sneak in the obvious back way, and laid it full of traps.
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"Go Chiefs." --- Raylorne Aside from RPG, I collect used postage Stamps, Some Coins (quarters), and 1/6th Scale military Figures. Let's talk! |
#11
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As a DM, I always try to remember that a roleplaying game is many different things in one:
1. It's a game, with rules, in the way that board games and card games have rules. The rules should be well understood and consistent. But they don't have to be complex. In fact, it's probably better if they're not. 2. It's roleplaying a character in an interesting and consistent manner. 3. For the DM, it can be a vehicle for long-form storytelling. 4. It's escapism. It's a fun and exciting adventure. A good game is one in which none of these is ignored or overlooked, and none are given too much importance over the others. Last edited by Telcontar; Nov 19th, 2019 at 01:31 AM. |
#12
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The number one rule I DM by is: Don't be a dick.
My D&D campaigns are run using most of the published rules/RAW. I used to run AL, and sometimes still do, but I also like the freedom to change something when the player has a great idea. I lean toward the "Rule of Cool", and I don't try to kill characters. If there's a disagreement, I still have the final say--and if I've royally screwed up, I'll apologize and find a way to make it right at another point in the game. I don't permit arguments about a ruling to take up more than two minutes of game time. If someone's truly upset by something, I ask that we talk it out on break or before/after the game. Originally, I experimented with starting stats, but now I use Point Buy or Standard Array. Depending on the campaign, I might offer a starting stat bonus, or we might start at Level 2 or 3, but this happens less often. Most of my campaigns are also a mix of published content and homebrew. I like high fantasy. I also like airships and steampunk. I don't really like realistic, modern, military, or futuristic science fiction campaigns, so I don't usually run them (unless someone has a one-shot request. I'm game for all sorts of one-shots). My tables are inclusive, and my players are an ecclectic and diverse bunch, so we handle anything that could be uncomfortable in a mandatory Session Zero. I think every game, even with an established group, should start with a Session Zero. I generally let the table direct the play limits, but I'm not a huge fan of sexual violence. I also don't really enjoy DMing for "evil" parties, so I do request that Chaotic Neutral or Lawful Evil is as far as that goes. I also ask for a clear division between out-of-character and in-character interactions. There's nothing worse than having a real-life couple play out their real-life marital spat between their unmarried, non-romantically-linked characters in-game. Ugh. I'm totally okay with people walking away mid-campaign. I want everyone to have fun. If someone isn't having fun, they shouldn't be obligated to stay. Still, I encourage players to talk to me before quitting. I'm open to player input, and I'm always trying to improve, so I don't take offense when someone says, "I'm not having fun, but if you changed XYZ I might be!" That's pretty much how I roll. (Haha...) I'm happy as long as everyone's having their brand of fun, and I try to make sure I facilitate that fun as much as possible. I've never DM'd in play-by-post, but I imagine most of this would translate easily. Maybe someday!
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Integrity has no need of rules.
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#13
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I usually just tell players that join my table to not be a dick and have fun. I kind of feel every other rule on here is a derivation of those two. Last edited by Loodwig; Nov 27th, 2019 at 12:37 PM. Reason: formatting |
#14
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My number one rule is: both the DM and the players must be having fun.
What "fun" looks like depends on the DM and the players' tastes. Which is why it's important to make sure you match up the right players with the right DM: do players want grueling challenges, "let the dice fall where they may," etc, or do the players want a more relaxed, story-based/RP experience that is very forgiving on the mechanics? The point is: if the DM or the players are no longer having fun, something is wrong, either because of mismatched temperaments from the get-go or some breakdown in the adjudication of the game. |
#15
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Quote:
A very wise DM once said: Adapt, but don't improvise. What he meant was that of course you should react to, and adapt to, player decisions during the course of play. But you shouldn't just create plot twists or important NPCs or locations on the fly during a session. If you get that urge, either resist it and proceed ahead with the original plan, or call an early end to the gaming session. If you find that the players have made a decision that completely invalidates your plans for the game, you should definitely call an early end to the session. Decisions about how to restructure your game should not be done on the fly. You should sit down during the week and think carefully about what happened, the setting, and PCs and NPCs... and carefully rewrite your adventure/campaign. Improvising major changes during a game session almost always leads to regret. (Note: Often the players don't notice, but the DM does and has this lingering desire to roll back play and do things differently.) |
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