What Makes The Game Enjoyable for You as DM
#2
Posted 18 February 2006 - 03:28 PM
"Though these two kinds of devils wield terrible powers, they have different characteristics and appearances."
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Storyteller = 92% Method Actor = 75% Specialist = 67% Power Gamer = 58% Butt-Kicker = 50% Casual Gamer = 25% Tactician = 8%
#3
Posted 18 February 2006 - 03:37 PM
What aggravates me is when players have apathetic characters, or characters that absolutely refuse to work together. That's a real campaign killer. Another thing that aggravates me is when people just don't show up for a gaming session, without notifying anyone. And lastly, a random request, in the middle of the affluent part a city, for a "random encounter with combat". Nothing peeves me off more than knowing if they just enter the building they'll get their combat, but they can't wait the two minutes it'll take to get there.
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#4
Posted 18 February 2006 - 03:49 PM
The way the characters interact? How much they role play? The "Oh xC$#" they exclaim when they realize that a specific tactic has led them into hot water?
#5
Posted 18 February 2006 - 04:38 PM
I know they enjoy it because they keep coming back.
Our characters are serious. Our players aren't. Given how dark a campaign world we have, its necessary. There's not much roleplay in our group, unfortunately, but with time that may improve.
Oh, if only I could recall every "Aw crap" situation they've gotten into... mwahahaha...
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#6
Posted 18 February 2006 - 05:48 PM
I enjoy it because its like writing a novel, but its more realistic because the characters do what other people think they'd do, other than all your opinion. Also you can set up wacky plots and plans and watch your PCs climb or fall.
#7
Posted 18 February 2006 - 06:03 PM
Quote
It's a bit more than just that they come back. The fact that they actually state they enjoy it is a bit of a hint, too. As is the fact they actually are interested in the mechanics and details of the world beyond what the next shiny is. But really, if they didn't enjoy it, why show up? When there are at least twenty or thirty RPG groups on campus?
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#8
Posted 18 February 2006 - 08:57 PM
Second to this, I would say the best part of DMing is creating adventures. Being able to craft an adventure that is both enjoyable and evokes specific reactions from the players is so very rewarding. It can be rather challenging to actually evoke a sense of dread and apprehension or a sense of longing or pity, espeically with an online game, but it is fun to attempt anyway. Besides, if you cannot create emotions via MSN, or AIM, how can you hope to create emotions in a book where you don't even get feedback from the reader to tweak his experience?
I know my players enjoy it because if we go too long without a session they start bugging me for one. So I suppose I measure my success as a DM by the same standards as Dthclaw. I also measure my success by their level of interest in the world and its happenings. If a world I have spent months creating fails to capture a person's interest, I know I didn't do a very good job, but if they keep asking questions about it and showing interest, that is the best thing ever.
Things that piss me off the most are munchkins, metagamers, and people that roleplay contrary to the character they create (i.e. barbarians with low intelligence scores that seem to know what parabolic tragectories are). Of these, munchkins are the worst, because it feels like they are just trying to pick away at you constantly (which is why DMs should always have a +1 rock of shut up on hand). Metagamers just ruin the gaming experience by making it harder to become immersed. The lattermost is just irritating.
Method Actor 83% Storyteller 83% Butt-Kicker 75% Power Gamer 67% Specialist 67% Tactician 58% Casual Gamer 25%
Elyria Campaign Setting
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#9
Posted 19 February 2006 - 03:41 PM
I really like trying to put as much detail into the world as possible, even when the players won't ever learn of it, because they still notice it. You can't help but realize that there is more depth to a world when someone takes the time to thoroughly develop cultures, languages, attitudes, mores, norms, and the like
There is much to think about in your response.
First, I guess I need to chew on the idea that nothing is truly original. I suppose I agree, but at the same time I feel like I've encountered some novel ideas even on my short time on only this board.
Second, as a PC - it truly is rewarding to "discover" the world the DM is building, especially when it is crafted carefully and sensibly. As a PC I am filled with a sense of wonder about how things operate and a curiosity about why things are the way they are. It is my hope as a PC that that curiosity about the world translates into demonstrating to my DM how much I am enjoying the game.
Part of why I ask the question stems from wanting to communicate (even within game) how much I am enjoy unraveling all the layers of world and adventure that he has created.
Being able to craft an adventure that is both enjoyable and evokes specific reactions from the players is so very rewarding. It can be rather challenging to actually evoke a sense of dread and apprehension or a sense of longing or pity, espeically with an online game, but it is fun to attempt anyway
This is another part of the game I really appreciate as PC also. It IS very hard to color a scene or adventure or interaction in such a way that it provokes real emotion from the character but it sure is phenomenal when the DM does.
Oddly Im wondering if the very best adventures and campaigns aren't a little bit like friendship -- generally when you like a person, both people like each other and know it. In campaigns and adventures it might be the same way -- the very same sessions or campaigns that most PC's came away from totally pysched and just effusing about are often the ones the DM has indicated that he had a great time too.
I have also found that an indicator of enjoyment is the extent to which people 'recount' events at other games. If within game characters relay their stories or if outside of the game players tell others what has happened, those seem to me to be good indicators. If characters are always talking about the time that....
it suggests that they must have really liked it.
#10
Posted 20 March 2006 - 07:37 AM
I also love to make all the intricate designs, villains, plots (Especially our present one), and describing the scene they are inevitably confronted with.
What I don't like, however, is when they go way off topic for ages, such as when Aust's player wouldn't stop discussing the rules for his new character whilst the players were holding the FUNERAL for Aust himself! To counter this, I've introduced a House Rule. Whenever they get too off topic, I flip a 30-second hourglass. If they don't get back on topic before the hourglass runs out, something bad happens, ranging from a meteorite shooting through their foot to shifting combat to the next enemy.
Seems to work well
Yet I will, dig up the bones
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#11
Posted 20 March 2006 - 07:35 PM
Honestly, though, I've always been a power gamer at heart, so I love seeing the types of treasure my players will be getting from those bugbears when they kill them (plus it's fun to switch the standard armor for the kick [CHAIR] full-plate I rolled up... makes the encounter a little harder and more interesting).
I also thoroughly enjoy when my players level up. The excitement when they get to pick new feats or add attribute points.... always a blast.
#12
Posted 20 March 2006 - 08:25 PM
chreating
Um... cheating or creating? Or is it some sick combination of the two
I admit to loving the look of joy when a level up occurs as well. I have to be more careful about your second point (creation of nifty stuff) though... they're wayyyy ahead of the curve when it comes to wealth at this point.
Check out my art!
Dthclaw's Art!
Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#13
Posted 30 May 2006 - 02:52 AM
What I don't like is players trying to pull this crap, "Dude! I wanna be a veloci-raptor ninja with a vorpal club of life slaying, and like a +7 gi of stealth!"
#14
Posted 31 May 2006 - 05:33 PM
what I try to go for when I GM is...
1) every character has their own story of which they are the center
2) the characters choices are unimpeded, except by reality [what, you want to leave the group and go off and become a farmer? ok, we'll get to that after this battle with the main group]
3) the players are balanced with each other, and have good reason to work together
4) the world will respond realistically, not stuck to a script [if you take the bad guy by surprise, thats a serious advantage, and I won't dues ex him out. If you say or do something dumb, I'll give you he oppertunity to realize you shouldn't have said it, but there can be harsh consequences if you go through with it. and nothing is more awesome then a crazy idea working or getting out of a tight spot by fast talking]
5) have more then just a combat oriented game
#15
Posted 19 June 2006 - 05:24 PM
Beyond that, I enjoy setting up the story of what is going on in the world, and updating with any changes that happen in the world, both through character involvement, and uninvolvement. Setting forth the clues, developing patterns which are usually ignored. Dropping hints, and seeing what happens.
GW

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