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Tips for the Beginner DM - Part 3 Go to Page (Previous Page - Index, 1, 2, 3, 4, 5 - Next Page) Types of DMsThere are many ways for a DM to run a game. If you are new to RPGs, and the concept of having a DM is unfamiliar, you may think that playing a module by DM #1 will result in the same game as that same module run by DM #2. This would be a wrong assumption. If you end up playing enough RPGs you will notice very, very different styles of 'DMing'. The following is a quick list of several types of DM styles that I have encountered in my years playing RPGs. The Detailer: This type of DM has pages of notes, facts, bits,pieces and maps for their game. This type revels in making extra material, even if the chances are somewhat remote that any of it will be used in the actual game. For example, I knew a DM once who had several charts for the weather at certain times of the year. He would roll to see what sort of weather we had for any given day. This type of DM loves making all this stuff even if it doesn't appear in the game. Caution: Excessive detail can be very, very tedious. Imagine having to write up some sort of history on exactly where you got your mundane inventory items. In addition, this type of DM may become very controlling, as Players tend to do whatever they like and mess-up the best-laid plans (this is the fun part). The Detailer may not be very good at going with the flow.
The Improv Guy: Exact opposite of The Detailer. Has very little prepared and usually makes up things as he goes along without referring to a source material. The ability to do this style of DMing is a definite skill, and takes practice and a naturally creative mind. When running a module in NWN, a lot of detail is inherent because of the visual nature of the game, but there is certainly room for a lot of improv in your module. Caution: The Improv Guy can become The Vague One if he's not careful (see below). The absolute worst case of this is a DM who thinks he is good at making stuff up and is not. Very painful to witness. The Story Teller: Has a complete story in mind that the players can experience. This story can have certain elements that are 'scripted' and the players have no control over it (like cut-scenes), but in general, the players must find their own way through this story. Most modules are based on the structures of a good story. These elements include back-story, initial incident, rising action, climax, falling action and the end. DM'ing a NWN module allows less absolute control over a group of players, but a DM can still force the players into doing certain things and moving to certain areas. Since a module is defined as a single story, all DMs must have an element of the Story Teller in how they run a game. Caution: There is the danger of telling a complete story where players have very little say in what happens. The player must be allowed to play, make mistakes, and be their own heroes. It is not very interesting to play a module and have no ability to make decisions about what your character does. A DM can still set up certain situations that make the characters look good or bad to spice things up… The Socializer: This DM is less interested in actually playing the game than having his friends over. Any group of friends playing an RPG together will of course, socialize-that is why you play- but a DM that does not crack down on conversation tangents and idle chit-chat, risks losing the point of the game entirely. A DM needs to bring his or friends together and have them enjoy themselves playing the game itself. Caution: As mentioned, this can quickly become the focus of a game if not handled well. I knew a DM once who would stop and comment, make a sound effect, gesture, or joke about every single thing that was done in the game by players. The game would frequently grind to a halt for long periods of time. Socializing is great, but ceases to be fun when the game is lost. The other side is The Puritan (see below).
The Role-Player: The characters in this DM's campaign come to life under the impressive acting of the DM. Careful notes are taken on every person you meet, so a standard shopping trip to buy armor becomes a social visit to a real, unique person. Good Role-playing begets good role-playing, and can elevate our game to new heights of immersion. Caution: Imagine having that trip to the armorer become an hour-long gossip session that has no relevance to the game. Good role-playing is great but the DM must keep in mind one of the most basic tenets of a good story- things keep moving toward a definite goal. The Wrathful DM: The DM sets the difficulty for his modules so high that players generally do not survive. There is no upside to this form of a DM as players will not enjoy having their characters killed repeatedly. As a DM, it is the easiest thing in the world to kill players - that, however, is not your job. Some DMs confuse their role as the organizer and controller of the monsters, as some sort of contest: DM vs. Players. The DM is there to set challenges for the players. The tricky part is setting up encounters that test the skill of the players but are not boring or impossible. The DM can kill players on a whim and so this sort of thing is about as easy as it gets. Players however make the final choice for whether they want to play on a particular server or not with NWN. The DM Client of NWN even has a Difficulty Slider so a DM can change how hard things are on the fly for the players Caution: If the point of the module is a survival, horror type thing with the last person standing, type of goal, that's great as a special theme module. In general, however, one gains satisfaction from a game by caring about their character and that's hard to do if your character never lives past one module.
The Vague One: There seems to be no reality to anything because the DM has few details about a setting, NPC or even the plot. The player always feels they are in the middle of some strange, out-of-focus film. A good DM seeks that careful balance between too many details, which slows down game play, and too few details, which do not encourage players 'get into' or even care about the game. Caution: The players may lose interest in a game that has no sense of reality to it. They may also begin to think the DM does not want to play. The Puritan: Allows only role-playing and that is all when a game begins. Can become an excellent and rewarding game, as there are few distractions. Statements like 'Everything you say, your character says, so be careful' is common among Puritans and enforces the idea that you are playing a character. Caution: Usually you are playing with friends and excessive Puritanness that can make the get together less fun, if everyone is not agreeable to this strict way of playing. The best DMs know when to switch between one type and another, and when each type is needed. Go to Page (Previous Page - Index, 1, 2, 3, 4, 5 - Next Page)
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