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You'd Make A Great Dungeon Master
- san il defanso
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You may not think you have what it take to runs a game of Dungeons & Dragons, but you might just surprise yourself.
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It’s a collaborative storytelling game (at least if we set aside the Tomb of Horrors era adversarial vibes), and if you are interested enough to not only want to play D&D, but to want to be the DM you will be fine.
Using a published adventure to start can sometimes make things way harder because then your flow is all tied up in knowing a document. And while there are tons of great adventures available, they are still mostly tropes you already know.
Come up with a hook, some tropey characters, and set your party loose. Pick up the D&D monster deck of cards, sort out a pile of them that are level approripate, and you can mostly just wing it. Players will ALWAYS go off the tracks and if you are using a published adventure it’s actually much harder to pull them back rather than to let them go off as they will. Railroading well is a much harder skill to master than linking encounters with a vague story arc.
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- san il defanso
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In general I think it's easy to come away from most D&D related material and think it's a much bigger job than it really is. It's easy to be intimidated.
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Funny story: The actor in the photo from Freak and Geeks, is Stephen Lea Sheppard, who is a longtime moderator over at RPG.net. Although apparently he hasn't acted in years, and doesn't even play RPGs anymore.
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DMing is so intimidating. It's one of those things that's hard to start because the view from the bottom, before you start doing any creative prep, is scary.
I also think people underestimate just how creative an activity DMing is. From my perspective, it can easily be more creative and demanding than writing, visual arts, etc.
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I got into role-playing in 1978 without anybody showing me the ropes. I bought the 1st edition Gamma World box at a comic book convention, and the D&D blue box from a local hobby store, and read through the rules repeatedly. B1 In Search of the Unknown helped me understand how to make a dungeon, and early issues of Dragon Magazine helped me become a better DM. I also asked for feedback from my group, and gradually adapted my DM style based on what my players enjoyed. I also went to my first GenCon at age 16, so I learned a lot from playing in one-shot adventures run by industry pros like Jim Ward, Bill Willingham, and Steve Perrin.
There are certain aspects of DMing that I have never mastered. I'm okay at role-playing NPCs, but I recognize my limits when it comes to doing funny voices or accents. I don't have time for world-building or writing adventures, so I purchase and adapt what I need. I can improv to some extent, but I am no longer afraid to cut short an unpromising tangent like a long conversation with an NPC shopkeeper, by just summarizing and moving on. I try to keep the focus on entertaining the players, and things tend to work out.
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- GorillaGrody
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Just listening to people talk about the craft of GMing can do a lot in terms of boosting one’s confidence.
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DMs do put a lot of unnecessary pressure on themselves often because they forget that the reason everyone is getting together to hang out. There's a lot of "shared storytelling," and all that talk, but D&D and RPGs in general are basically an excuse to sit down with some friends and goof off.
Seriously, don't get hung up on all the bullshit, it's a game, make some characters, make a dungeon, have a blast.
And if you want inspiration and like podcasts, Dungeon Master of None is the GOAT. followed by Fear the Boot and Happy Jacks. Matt Colville's YouTube is also a must. Critical Roll is not my jam.
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- san il defanso
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My favorite person to get advice from is Sly Flourish, author of the Lazy Dungeon Master. A lot of the best practices I have originally came from him. His stuff is all about presenting with an eye toward improvisation at the table, which I think is just right.
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