Author Topic: What Makes a Good DM?  (Read 761 times)


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What Makes a Good DM?
« on: September 20, 2010, 02:59:08 am »

                When looking for a DM, what are good qualities to look for? 

I have my own biases of course, but I'm curious what everyone else looks for in DMs '<img'>.



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What Makes a Good DM?
« Reply #1 on: September 20, 2010, 11:18:54 am »

               I don't think I am "everyone else" cause I might have my very own way of looking at things...but for me this is very important:

- Balance is the most important thing to me. If a DM breaks the balance of the server/campaign that sucks.

- A DM should not be viewed as the traditional almighty Pen and Paper DM I think. An NWN DM has a more mundane task...or rather many small tasks. It is important they understand this. To not put themselves too high above the game engine or the design of the module.

- Imagination to come up with cool quests and in general do cool things.

- Technical knowledge of the game, setting and rules.




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What Makes a Good DM?
« Reply #2 on: September 21, 2010, 02:28:47 am »

               I wanted to wait until people had replied so I didn't steer any responses, but I guess it's not as interesting a topic as I thought it was, heh. I asked because I'm looking at picking up at least 2 or maybe three more DMs in the next month or so, and it's just tough to figure out what a player will be like as a DM. It's weird how it can change people, or how it can bring out the best in others.

I definitely get what you mean about the balance thing, that was something I've had a hard time putting into words.

My top few are:
- Trustable. If I'm always second guessing someone, then it makes me afraid to see what they would do as a DM
- I try to look for DMs who aren't necessarily interested in DMing, if that makes sense. The type of people who question their actions for morality even when they aren't being watched.
- The ability to play a character with weaknesses is big, huge. Your typical "I'm happy and carefree but I own with this sword/spell" characters are just boring.
- Using RP to solve issues rather than taking things OOC all the time, or metagaming to solve issues

While experience is a good thing, I'm not overly excited when someone says "I've DMed for X years at X servers", since you can teach someone how the commands, DMFI, etc work... but teaching them how to get players into a storyline, fitting in with the server, or knowing how to handle issues that arise on the fly is near impossible.

My belief has always been that players own the server as much, if not more than the people who run it. I mean what's the most important thing people look for in a server anyway? Players. So I try to find DMs who understand that.


                     Modifié par Ne0nx3r0, 21 septembre 2010 - 01:30 .



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What Makes a Good DM?
« Reply #3 on: September 21, 2010, 12:42:46 pm »

               (I removed all the advertising stuff  to our server but this is what we think )

DM Code of Conduct

Though each member of the crew is important in it's own way, there is no more influential position then that of a DM. Being the ones who interact the most with the player base either through quests, general day to day help, or dealing with issues, it's the DMs who are on the forefront of any server. Even the best built places can fall apart due to a negligent, rude, selfish, self centered or a non-existent DM crew. With this in mind, the following guideline was written in the spirit for the continual harmony of the Community.

Conduct 1 - Responsibility

- As a DM it is your responsibility to make sure that you are open and available as often as possible. If you know that in your real life that you don't have the time to devote to being on the server as a DM, then do not volunteer for the position and do not continue to hold on to the position. There is no shame in dropping out if you know for certain other obligations will hold you back. It's better to have just 2 reliable and present DMs, rather then a list of 5 or 6 absentee DMs.

- If you've made the decision to become a DM and still intend to be on as a player as well, you need to do two things.

One is to make sure you log more hours on as a DM, then you do as a player. By accepting the title of DM you are also accepting the fact that you now have a responsibility to the community as a whole. This means being on and being present in your DM form. Taking a break from being a DM to be a player every once in a while is fine, however mind how many hours you are spending as one or the other.

Second is to make a solid separation between you as a DM and you as a player. Being part of the DM crew does not give you allowances to give you access or benefits to your PCs that other PCs (players) do not have. This can include, but is not limited to:

  • Posting as your character IC in a guild forum that your PC does not belong to.

  • Using your main PC that you play on a regular basis as an NPC to start a quest, then switch over to a DM to see to the quest.

  • Giving your own PC XP, gear, or gold to compensate for your time "lost" being on as a DM.

  • Begging, asking, or expecting more XP, gear, or gold for your PC, just because you're a DM.

  • Logging off as a player, then back on as a DM in order to raise the party you were with that got wiped out.

  • Using the IC information you read in a forum to the benefit of your own PC, giving him/her knowledge they normally would not know had you not read it (a.k.a. metagaming).

  • Giving the guild your PC belongs to unfair advantages, perks, gear, or attention when another player/DM is in charge of seeing to the guild already. -Or- making your own PC part of a guild that you are already in charge of in order to take full advantage.
Always mind that you as a DM and you as a player need to be kept as separate entities. Be fair to the player base by playing fair as a player.

- Don't forget the responsibility to yourself so you continue to enjoy being a DM. To prevent burning out, take time off occasionally from being a DM. Approximately a week out of each month where you concentrate on being a player or just walk away from the server for a bit. When you are on as a player, do your best to concentrate on being a player, not a DM.  This means, when asked for DM attention, you must weigh whether it is vital or not as to whether you should become involved as a DM.  For example, if a player needs help with a problem that can wait till another DM can do it (next day, after a skype shout is sent, etc...) then let the player know that you are on break and will try to ensure a DM knows about it to come in and help them.  However, if the problem is immediate (ie., player is stuck, portion of the map is broke, etc...) then do what needs to be done to allow everyone to continue, but keep it to the minimum necessary. If a player must wait for a bit, let them know that you are on break, and will help guide them to find another DM. There are other DMs who can assist them and they should speak to them. Just enjoy playing and make the most of it. This can also help with seeing things from a player's standpoint and refresh your own DM creative juices.

- Communication is key on any server and this goes doubly so for a DM. They can be a communication hub between players, admins, builders, and other DMs. If you don't make a crew aware of what you have been up to, then it's possible another DM may end up stepping on your toes or you may step on theirs. It's the responsibility of a DM to keep in contact with the rest of the crew either via forums, Skype, or PMs.

If there is a major quest that takes a few days to accomplish, then it's best to let the crew know that it's taking place. You do not need to give details, but a simple heads up of "Please don't use NPC so-and-so until this quest is over and limbo him if the server resets" or even a "Please don't use the cave in area X as I'm still finishing a quest with players A, B, and C." By doing so you won't run into trouble if another DM comes along and decides to use that area/npc for their own quest and you end up with a roleplay conundrum that leaves the players and DMs confused.

If a player needs to be monitored for certain behavior, then make the rest of the crew aware. If the player was caught doing something they shouldn't have (such as ninja looting, running though town, or talking excessively in OOC) then let the rest of the DM crew know that the player had been warned once already and to just keep an eye on him/her. As much as we don't want the  crew to become a bunch of cops, there are times where some players have to be guided accordingly. This can't be done if the player is being warned three times by three different DMs and none of the DMs are aware of the other warnings.

Conduct 2 - Self Interest Set Aside

- When helping make server decisions regarding rules, guidelines or mechanics, do not base it on how it will benefit your PCs or the PCs of players who are your favorites. Always keep in mind that various players with all sorts of playstyles are playing on the server. Ask yourself how the decision is going to affect the whole server, from the players, to the builders, to the DMs, up to the Admin. Ask how exactly it is going to benefit a server that is striving to make a true roleplaying environment.

- In keeping with fair play across the board, don't give out extra benefits to players just because they are on the crew, happen to be a "friend", or is a favorite player of yours. Do not give them free raises or refund their XP to avoid a death penalty, especially if they were not involved in a DM run quest. Do not give custom made or high quality items with little to no roleplay involvement. Make the players work for what you give them. Do not worry about them not "liking" you for not being overly generous as this isn't a popularity contest. Remember that fun does not equal loot or XP, fun equals interaction and that you can give to all.

Conduct 3 - Issues and Maturity

One of the harsher lessons that every crew and individual DM ends up learning is that there will always be issues no matter how well put together a place may be. There will be trolls and dinkwads (the naked PC running around, the voice emote spammer, the l33t LOLer who's purposefully being a l33t LOLer) just as there will be issues between various members of the community. All of which can end up being stressful to deal with for a crew.  It lands on the DM to usually be the first to run across such issues and it's a DMs responsibility to be mature when dealing with it.

- The immediate reaction of anger can come up suddenly and without warning for everyone. Be they DM or player, they're all human and can be subject to some very negative emotions, even in a gaming environment. The main key is to recognize when you are getting angry and when it may be time to step back from the computer until you cool off. The term "cooler heads prevail" very much applies to this. Often a volatile situation becomes explosive because one person or another didn't take the time to back away from those feelings of anger. As a DM, it's even more important to remain calm and rational as yelling and screaming when an issue comes up does little in the way to solve the actual issue.

Don't be afraid to give a message to the players you are overseeing that you need to step away for a little while and to be patient while you figure things out. Walk around for a bit, get a glass of water or maybe a little to eat, try and analyze why it made you angry and if it was logical or just a knee jerk reaction, greet those other strange vaguely familiar people living in your house with you known as "family" and interact with them for a moment. When you feel you've calmed down enough, come back and rationally deal with the situation.

- If the issue happens to be between two players and you find yourself playing referee, do not immediately take sides with one player or another. Often, issues come up due to misunderstandings or miscommunications. Players can get angry as well and in that anger they can get information wrong or assume a lot. It is the DMs roll to calm the players down, gather all the facts, and then make a judgment based on reason. More often then not a DM becomes a councilor in order to mediate things between the two and smooth everything over, especially when it was just a misunderstanding.

- Even if the issues isn't with one of the genuine players, but with a troll (someone who only comes on a server to create chaos, get attention, then get banned) you still need to be mature about the situation. There is no quicker way to deflate a troll when they realize they have failed to make you angry. Address them politely, even if they are rude or belligerent. Use light humor when speaking to them. Often trolls do what they do because they are bored. If you happen to amuse them or show that you (and thus the server) are good sports, they will often leave on their own.

- Be mindful of what is said to players OOCly. Often there are issues that the DMs must deal with that can contain sensitive information in a tense situation. Do not speak of these issues outside of anyone who is not on the DM crew. This act tends to do little more then create rumors and assumptions within the community. What is said and decided in the DM circle needs to remain in the DM circle until the Admin makes a general announcement concerning it. Do not give in to ranting at a "friend" about it or giving in to a player that wants to know it all.

- Overall, your position as a DM is a privilege and not a right. The crew here has trusted you enough to warrant you a spot as a DM. Do not break that trust by being immature, selfish, or thinking yourself above others on the server. As a community, you are part of it. Without the players, there is no server. Treat them and your fellow crew members with respect and do not use your position to "get back" at someone you dislike. Griefing a player is unacceptable. It's a breaking of trust not only with the player base, but the crew as a whole.

Conduct 4 - Make It Fun, Make It Fair

The first priority for any DM is to make things fun for the player base. Fun equals interaction. Interaction should range widely from a long quest to see an evil slain to a two hour rambling conversation with an NPC to a simple funny emote made by a chicken. There is no end to how many different ways a DM can interact with a PC and should at least try different ways at least once. All the while, that same DM needs to keep in mind that the fun needs to be balanced with what is fair.

- Sometimes when interacting with PCs (IC) and players (OOC) they can end up doing things you were not expecting. Remember, there is no book or script that the players are going by and you as a DM should be prepared for any contingency. Occasionally they will even do things that starts to give the whole situation a "bad" feel to it or turn it so chaotic that you can't get the quest back on track. Do not think of yourself being jilted for not being able to see to the quest as you envisioned it. Think of it as a learning experience instead.

  • If a player is continuously running ahead and getting the rest of the party in trouble, drop a spawn or a nasty trap on him/her to get them to slow down. If by the third time they do not learn and die from the situation, do not resurrect them. If they start to complain, tell them exactly why the traps and/or spawns were done.

  • If a player is not giving you enough time to type a response and is interrupting the conversation with question after question or inane babble, have the NPC react In Character that they are getting irritated by the interruptions. Even threaten to end the conversation if they are not willing to listen. There is no quicker way to get a person to slow down their typing then the chance of a quest not happening at all.

  • If a player or a group of players obviously didn't listen to a word your NPC said and starts treating the situation like any other hack-n-slash quest, start removing the combat encounters from the area. When they see nothing is spawning, they may just concentrate on talking about the situation and why the "expected" creatures are not there, which may lead them to talking about the plot itself.

  • If a player is insistent on pressing things with an NPC that you only possessed for a moment to make an idle comment (and didn't intend to have any quest or plot connected to it) take the moment to make them realize that not every NPC interaction will lead to some grand quest. Have a bartender get them to take out the trash or a farmer tell them to catch all the chickens that got out of the pen. After it's done hand them 1 gold and 10 XP for the "quest".
Some of these methods may sound 'cruel', but if done with the intent to try and better the player it's better then the alternative of simply getting angry and letting the situation turn into an Issue.

- Try not to corner all your quests and attention to just one set of people or one particular play style. Just running things only for evil characters or only for a single race or guild will make other groups or players feel neglected. It can also stymie your own growth as a DM if you never branch out and experience different styles of play. When thinking up quests, try to not have it that only good characters can come along or that only dwarves can be part of the fun. In a multi-player environ it's always good to compensate for the fact that you might have a Lawful Good Elf and a Neutral Evil Gnome in the party. Granted, there will be times where, due to plot devices, only one alignment, race, or guild can see to the quest. This is fine and to be expected. However, do not make a constant habit out of it.

Also, do not constantly cater to only the highest leveled or longest lived characters on the server. Give some of that DM love to new folks and PCs of lower and mid levels as well. Run quests or interact specifically with them for a while so they also feel part of the community, even if it's just a level 3 PC. By spreading your attention around you help the players avoid the mentality of "needing" to level up fast just because they know only the high level characters get quested.

And don't leave the non-combat PCs out of it either. Not all quests have to be based around combat. Puzzle quests, mysteries, intrigue. There are many different non-combat situations you can get the PCs into. Even players of PCs with low Intelligence can have fun with it as they can roleplay their character stumbling over their own brains.

- When it comes to dishing out rewards try to be fair to each and every PC participant. If you're looking to give a small RP XP reward give the same amount to all the PCs involved, regardless of level. When it comes to treasure, give something nice, not overpowering for their level. Don't get egged on by "is that all we get" comments. If the PCs were only on your quests for the end rewards then they've missed the point.

By giving out extremely high powered items or lots of XP/gold for your quests, you are only encouraging the players to expect to receive that from you every time. They will purposefully seek you out for quests (a.k.a. DM Quest Farming) because they know they will get good items from you after it's over. By being fair and even realistic to the quest (such as a beggar NPC will not have much to give in the form of a reward) you make them realize that high prizes should not be expected each and every time. This also keeps it fair to the other DMs on board. Remember again that this isn't a popularity contest. Giving players bribes in the form of quest rewards so they will like you is no way to run a server.

- All items made by a dm for a specific reward must have the DM name in the description so that everyone on the team is aware of the item.  Because of the limitations on the magic items allowable, you need to show the item to another DM to get their opinion on whether or not the item is within the magic level range and is appropriate.

In order to be far clearer on who can be contacted for what, the duties of each title are listed here:

GMs (Game Managers)
 - See to decisions on rules, guidelines, and overall feel of the server.
 - Mediate issues that come up with players, with staff, and with others.
 - Guide players, DMs, and QLs, accordingly in regards to the guidelines put forth by the TSM crew
 - Help finalize decisions on things if it can not be solved on the DM/QL level (bannings, reprimands, etc.)
 - Deal with reports of abuse from a player, DM, or QL.

DMs (Dungeon Masters)
 - Assist players with minor tech problems (stuck PC, non-droppable items removed from inventory, widget problems, ect.)
 - Guide players accordingly in regards to the guidelines put forth by the TSM crew
 - Report to the GM crew when an issue or situation comes up that requires additional mediation
 - Report to the building crew if a bug or mechanic occurs that needs seeing to on the DM side

QLs (Quest Leaders)
 - Run one small quest once per week (or as much as real life will permit)
 - Run/assist with personal quests based on what is seen on the forums/in game roleplay
 - Do NPC interactions with players to enrich the immersion of the server
 - Answer Quest related questions for Players

Granted, many QLs will be DMs and DMs will be QLs, but the crew would like to keep these functions separate in the event that a person accepted onto the crew only wants to see to one function or the other. This also does not lock someone who chooses to just be a QL from immediately assisting a player who is stuck, nor does it lock someone who chooses to just be a DM from doing minor interactions with the PCs. A crew member will help where and when he/she can, and if he or she can't then they'll find someone who can.

This thread will contain more specific contact information for each crew member, what they can each be contacted for, and how to contact them if you are unable to reach them through the links on the original post.



                     Modifié par TSMDude, 21 septembre 2010 - 11:43 .



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What Makes a Good DM?
« Reply #4 on: September 22, 2010, 08:33:21 pm »

               Just to pitch in a few points from experience:

-A good DM is one who is willing to DM.  One who has little interest in DM'ing likely won't make a good DM, because they won't DM.  If your running a roleplaying server, making up interesting plots and managing all the little technical variables attributed to the client is a lot of work; some of which not everyone would be able to handle.  Yes, there are those are those people who have little interest in DM'ing have great DM potential, but the key here is motivation and willingness.  

-Good attitude, as opposed to aptitude; the latter can be learned or trained.

-Someone who fosters "fun" and "enjoyability" for players.  I've seen a lot of DM with good aptitude, can roleplay very well, and can turn up a good plot with a blink of an eye, but they neglect the players at the other end.  Being too strict on roleplay; being too strict on setting and lore; being in too strict on rules; neglecting their players' needs, are all things that have cost too many unwary DMs their players.  

-To add to the above point, a good DM must properly recognize their role and will not

abuse their power.  Seriously, I've been in a games where the DM, or DMs, killed the party over and over again just because they can.  DMs are there to facilitate enjoyability, not gods of murder or tyranny.

-Treating their players equally marks a good DM.  Granted, you can never get rid of DM favoritism all-together, but if you at least try to be fair to everybody else, your players will stick around.

-Can be cooperative with other DMs.  As a DM myself who have worked with other DMs in running a server, what really peeves me is when there is a void in communication between one DM and another.  Granted, some DMs like to run their games solo.  So be it.  But if you are going to be reclusive to all those other DMs running your server, your going to have chaos and DMs leaving the team.  

-A person who can cooperate with other players.  If your players want something, you better be sure your DMs can at least try to help.  As a DM, you manage your players.  I've ran into a scenario once where I got stuck in one area and a DM simply refused to help me.  This is not good.

-A good understanding of your setting and the lore attributed to it, if your running an RP server.  Be sure that this isn't the only thing the incumbent is good at.  I've played with DMs where all of their quests become more or less talk-fests of idle chatter, or history lessons that no sane person can understand.  




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What Makes a Good DM?
« Reply #5 on: September 26, 2010, 12:48:37 am »

               Some very good points... It's really a shame how hard it is to find good DMs!



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What Makes a Good DM?
« Reply #6 on: March 30, 2011, 11:52:08 pm »

               I dissagree.. Good DM's are easy to find... just look for the long term vet players who have always put forth the strongest efforts. The ones that have done their best to rp responsibly and fairly. The ones that do not try to be the epic hero main character of the server. The ones that will go volunteering their own time and skills outside the game to aid the community as a whole in one way or another.. these players.. in my experience.. have always turned up the best DM's. As mentioned, aptitude can be learned.. but you cannot instill proper values, morals or desire upon your DMs. That has to come from within them.

 The best DM's are open minded individuals who have the best interests of the server/community as a whole at heart and will put it before themselves. They are willing to devote the time they can towards a greater cause. Whether they can rp well, have aquired great lore of the server, or even know the toolset.. that should come secondary in my opinion, as those are all things they can learn in time. You can find these dms in your own playerbases if you look hard enough.

 ~DM Swulf


                     Modifié par Swulf, 30 mars 2011 - 10:57 .



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What Makes a Good DM?
« Reply #7 on: April 22, 2011, 03:06:50 pm »

               -Effort-humility-effort. I became a DM on a PW after about 6 months of gaming on NwN's1-2. I had not DM'ed since my Red Box/ A.D.&D 2 days ,when I was like 13-16 years old:) I was given the roll on the strength of my RP and attitude I believe. Some keys were: Did not, knowingly, break rules-exploit, involved others in sessions with or without staff present, took time to learn a good deal of world lore and played appropriately, was quite active in community ext.

I was taught by others and Carlo's DM 101 mod the raw mechanics of DM client but their is unquestionably a finesse that comes to one over time. I am patient with a learning or rusty DM as long as I feel they are not merely going through the motions. Effort is big for me in a DM.

I would take hours just exploring the creatures and placeables the client/CEP had to offer looking for that interesting "something" that players would not see otherwise, I enjoyed this as a player and was thanked for it as a DM. Using "creatively" the little bells and whistles for atmosphere and well, just plain fun can go a long way.

Involvement: A DM who logs in an hour and a half before an event to say hello, maybe take care of a couple request/ do some Q&A, then set up the session is doing the right thing. Possessing NPC's and adding flavor and nuance to the world is good all around. Having a night or two that a player is far more likely to catch an event by a particular DM is substantial as well for me.

I am sure that my first couple of events (one comes painfully to mind:) were a little long and quirky but the players were patient because I was doing my best IMHO. I brought to the table some creativeness as for plots /story lines and tried to live up to the once a week minimum. I was fair but would not let certain player/s bulldoze me ext. And lastly, I put time and love into the cauldron and it produced results. I went from scheduled games being visited by 2-4 to logging in on Fri. event night and having 15 players on...being accountable to my weekly scheduled event was the cause I think rather then some DM mastery on my part. "If you log into the DM client regularly, they will come" type thing.  

I was/am a player that tries to play my PC's weaknesses and traits and try to stay 3 dimensional, I look for that in a DM. Just trying to stay creative is a recipe for success.

Oh, one more really big one, A DM who can log on, see what the players are up to and go 'off the cuff' with that is exemplary. Sometimes just giving some good A.I. (whatever!) to the usual mob can bring about huge fun for's how I learned to use the client with some competence and quick fingers.


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What Makes a Good DM?
« Reply #8 on: April 24, 2011, 11:50:31 pm »

               My thoughts on qualities needed by a DM:

-- In it for the players. In other words, the players' experiences matter most. A DM is there to serve the experience (not cater to individual players' desires, however). This goes against some people's philosophies, but there you have it.

-- Fairness. Pretty self-explanatory.

-- Commitment. DM does not show up, no game.

-- In NWN, a certain amount of technique with whatever in-game DM tools are being used, plus typing skills. Must be able to keep up with the action and dialog.

-- Creativity. I'm not particularly creative, but I put enough effort into my games to make them interesting. This is something that can be learned or worked at, but must be done in some way.

-- Flexibility. The players WILL do things you don't expect. Horrible things. You must figure out what to do afterwards. ':crying:'


Legacy_Groove Widdit

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What Makes a Good DM?
« Reply #9 on: August 15, 2011, 01:34:55 am »

               It's important that the DM actively despises the players.


                     Modifié par Groove Widdit, 15 août 2011 - 12:37 .



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What Makes a Good DM?
« Reply #10 on: August 15, 2011, 02:55:56 am »


Groove Widdit wrote...

It's important that the DM actively despises the players.

When I first was told about this thread, the person telling me assumed it had to do with Pen/Paper DMing rather than online.

Be that as it may, a DM that actively is hostile to a group loses said group, whether online or around the table.  If it's aroundthe table, you get the added bonus of telling the person not only to not come back as a DM, but not to bother showing up as a player with his character by the name of Grudgy McPayback. ':ph34r:'



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What Makes a Good DM?
« Reply #11 on: August 15, 2011, 03:53:51 pm »

               Generally speaking - I would say as a DM its important not to go overboard.

Spawning an army of monsters is all very well and good, but only if the players had a chance of winning.

If I spawn too many, and a player dies, I would typically resurrect them, as an 'Appology'.
If they die, but did have a fair chance of winning, then I would let them respawn as usual.

Good DM'ing should be seamless, and seem natural to the players point of view.

Rewards - DM's must have some way of rewarding their players, be it incentives such as Magic Loot, or XP, or Gold, or other scripted goodies. The players are playing through the DM's adventure, to get to the end, they need a little reward once in a while. I recommend adding a Forge system, allowing the DM to spawn/create loot on the fly.

Good DM's do not cheat, or abuse their power.
nwnx_dmactions is an Essential!!  
It will output logs to the log file, everytime a DM Function was used.
If you suspect fellow DM's of abusing their position, check the logs.

Good DM's can only be good DM's if they are trained or get experience from Good DM's or somehow gain this experience from lots of playing with players.

Every PW is different, some items might be inoccuous to a DM in the pallette, but the admin might know that they are important, rare items.
As such, they shouldnt be handed out like candy.
Training/Induction is important to any new DM's


Legacy_Groove Widdit

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What Makes a Good DM?
« Reply #12 on: August 16, 2011, 07:55:48 pm »

               I used to reward liberally for thinking outside of the box - trying to sneak in the back instead of just going in the front door. I would let them play the front door if they wanted to, though - I didn't see it as DM vs. Player. The front door was gonna be the hard way, though.

And I hated killing player characters in old DD when it took a wish-level spell to ressurect a character - if the player was trying to evac and I rolled character-killing damage, I probably wouldn't give them all the damage. I liked good characters and I wanted to keep them in the dungeon.



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What Makes a Good DM?
« Reply #13 on: September 06, 2011, 11:28:17 am »

               Being a good DM requires that the "TO BE" DM understands, in full, their "JOB", and it is a job, despite what some may think.

If the DM wants to be good at their job, awesome, if the DM isn't good at their job, they need to be "replaced".

A good DM must have people skills, they just can't go telling players to ****** off.

Rude DMs are a HUGE turn off for most players and they can quickly make your server dwindle to NOTHING...

You, the server admin, MUST review your DM's frequently, ask friends to watch the DMs and report back how they are doing, if the "DM" plays more than they DM & never really adds anything to the "server" then they should be forced to step down, a Good DM must make the game/server better, if they can't do that then they shouldn't be a DM.  A Really good DM should be able to build solid fun adventures (not bland stuff), write scripts, and should be contributing to the Server, that's really the fine line difference between a good DM and a decent one.

A lot of people talk a good game but many of them really don't know the D&D game, a good DM must know not only the game but also the Advanced rules of D&D, they should know how to make an encounter that isn't overbreaing to the PC (PCs aren't having fun if they are dying ever 5 seconds, sorry that's overkill), and must know how to role play (that's a big one), they need to make the game fun, after all it is a game, not an alternate reality that you live in, thanks...


                     Modifié par _Guile, 06 septembre 2011 - 10:35 .