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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Technicolor Dreamcoat on April 25, 2006, 10:35:34 AM

Title: What makes a good DM... good?
Post by: Technicolor Dreamcoat on April 25, 2006, 10:35:34 AM
I know whether or not someone is regarded as a good DM has as much to do with personal preferences as with the DM herself, but I want to talk about general abilities and attitudes.

To me, the most important thing for being a good DM is the ability to judge oneself, and the willingness to do so. If you want to become better at what you're doing, and think about how you're able to improve, then chances are you're already quite good.

It's an extrapolation from the teachers and bosses I had in my time. Anybody who went out of their way to hear criticism likely didn't get too much, but those who thought they were good enough already would have gotten loads of negative opinions had they only solicited them.
Title: What makes a good DM... good?
Post by: Xavier Lang on April 25, 2006, 10:51:21 AM
Flexibility.  The most fun things I remember came from players doing the darndest things and the DM rolling with it well.

  Fairness.  Letting the chips fall where they may and setting up reasonable challenges vs. reward.  Its no fun if you don't work for it and its no fun if the reward isn't worth what you had to sweat through to get it.  

  Fun.  For me, in the end, its about the fun.  If DM isn't having fun and isn't helping the players have fun, the game falls flat fairly quickly.
Title: What makes a good DM... good?
Post by: David R on April 25, 2006, 12:39:08 PM
Quote from: Technicolor DreamcoatI know whether or not someone is regarded as a good DM has as much to do with personal preferences as with the DM herself, but I want to talk about general abilities and attitudes.

I think perhaps the most important aspect of what makes a good DM good is the strange alchemy(chemistry just seems too dry a word) that exist between the GM and the players. By this I mean how good the DM actually is depends on how he entertains/engages his players.

This could mean different things to different groups. For instance if by the groups' unspoken standard, a good GM, is someone who knows all the rules, runs a very railroad-like adventure  and generally does not improvise on anything, a DM who attempts to do otherwise either because he wants to try out a new style or whatever would certainly not score points(as it were) for his efforts.

Which is also another reason why sometimes I think that GMing advise is a pretty dodgy proposition. Most if not all GMs have various styles which they have used in their groups and have either met with success or failure depending on the wants or needs of the group. I sometimes find it difficult to grasp that a general form of advise could be applicable to most groups.

I suppose there are some general qualities which I assume could be the mark of a good GM(in my opinion off course) - stuff such as the ability to articulate the vision for the game, the ability to create the required atmosphere, a genuine fondness for expressing various non player characters in the game, a willingness to listen to the wants/needs of the players - all these I suppose are skills that can be learnt, but in no way determines that if learnt would make one a good DM -as always it's the group that determines that. That's my take anyway. There are a lot more folks here with more diverse experience and I'm sure they may have a more informed take on the whole issue.

Regards,
David R
Title: What makes a good DM... good?
Post by: gleichman on April 25, 2006, 12:47:07 PM
Quote from: David RWhich is also another reason why sometimes I think that GMing advise is a pretty dodgy proposition.

I sure some day we'll find something to disagree about.

This isn't that day.

Yet. :)
Title: What makes a good DM... good?
Post by: willpax on April 25, 2006, 12:47:35 PM
You know, Bruce Willis is a great actor if the role calls for someone who acts like Bruce Willis. Other actors, like De Niro in his prime, can do many different things. Both are good actors.

There are DMs who are good because their strengths just happen to match the desires of the players. That's a wonderful thing.

Then there are DMs who are good because they are very good at reading what their players need in order to have fun, and are flexible enough to give it to them. Some of these people, in fact, find their fun in supplying other people with a fun time.

Both are good DMs.
Title: What makes a good DM... good?
Post by: David R on April 25, 2006, 12:51:39 PM
Quote from: gleichmanYet. :)

I have seen you in action Gleichman. All I ask is fair warning .:)

Regards,
David R
Title: What makes a good DM... good?
Post by: Name Lips on April 25, 2006, 12:52:42 PM
What makes a good DM... good?

Well, I'd say, it's the ability to make sure everybody has a good time at the game.

How he does that will probably vary from group to group, as the preferences of the players change.
Title: What makes a good DM... good?
Post by: gleichman on April 25, 2006, 12:58:45 PM
Quote from: David RI have seen you in action Gleichman. All I ask is fair warning .:)

:rotfl:

I'll try and provide it.
Title: What makes a good DM... good?
Post by: David R on April 25, 2006, 01:05:25 PM
Quote from: gleichman:rotfl:

I'll try and provide it.

Right, so I'll be sure to look for the signs :deviousgrin:  

Regards,
David R
Title: What makes a good DM... good?
Post by: Sigmund on April 25, 2006, 02:10:22 PM
IMO, of course, but a trait I've found common in all the DMs I've considered at least good is a passing or better ability to improvise. If a GM can take an unexpected situation handed him/her by the players and run with it, making it seem to have been planned (or at least considered) all along, my enjoyment of the game is off to a running start pretty much no matter what other traits he/she might possess.