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Monte's
Top 10 Rules of DMing
10.
It's not cheating to use a prepared adventure.
9.5
It's not cheating to steal bits and pieces from
various prepared adventures and incorporate
them into your own.
9.
Figure out what sort of game your players want
to play. Make sure that's what you're providing
(as well as the sort of game you want to run).
8.
It's your (group's) game. It's not the game
designers' game, it's not the module writer's
game, it's not the message board regulars' game
or the game shop owner's game. Do what you (and
the players) want.
7.
Be fair. Even if it ends up not the way you
want it. Even if it makes you look foolish.
6.
Be consistent. Know the rules, or at least the
rules as you want to play them. If a character
tries to grapple a foe, it should work just
like it did the last time he tried. Know your
world. If there was a broken window in the tavern
the last time the PCs were there, it should
be broken when they get back -- or show obvious
signs of recent repair.
5.
Be serious. Present the players with a world
that they can understand, that they can believe
in, and that they can care about. Don't do anything
to remind the players that they aren't really
characters in a fantasy milieu. It's hard enough
to achieve verisimilitude as it is without distractions
from you.
4.
Never let anyone into your game that you wouldn't
want to spend an evening with doing something
else.
3.
If you can run a pretty decent game "winging
it," you can probably a really kickin'
game with just a little preparation and forethought.
Don't be afraid of a little work. Your players
deserve it.
2.
Be entertaining. Roleplay the NPCs as if each
was a real person. Use voices, facial expressions,
gestures, posture, props, illustrations from
books or magazines, diagrams, sketches, sound
effects, music or anything else you possible
can. Even if it makes you look foolish (because
it won't -- it'll make you entertaining).
1.
Remember, it's a game. It's supposed to be fun.
Fun for everyone sitting around the table.
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