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Old 07-01-2008, 04:12 PM   #1 (permalink)
Baraka_Guru
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Location: East-central Canada
AD&D: What makes a good Dungeon Master?

I've recently decided (well, was convinced) to make my second foray into Dungeon Mastering (DMing) AD&D sessions (of which, it is hoped, aberkok will be a part).

My first time at the helm went for a few sessions before fizzling out. A postmortem may have revealed the following issues:
  • The campaign was missing too many details.
  • I was unorganized.
  • I didn't have a firm enough grasp of the rules/system.
  • Players became distracted--they joked around, and easily became unfocussed.
  • Unsure of what to do regarding players who couldn't make it to a session, which, as adults, happens often enough.
  • Overall, the players may not have been invested enough in the campaign.
I know there are a few players on TFP. I would like to get your feedback and tips on what the "best practices" are regarding running a focussed, efficient, yet enjoyable campaign. I know the Dungeon Masters Guide touches on this, but it would help to have feedback from players and current or former DMs.

I will likely be starting a campaign from scratch. Most of what entices me about DMing is the creative aspect. So I would like to hear about everything: the world, running game mechanics, quick tips on session logistics, being a good host, etc.

What are your best experiences? How were they pulled off?

NOTE: I will be running version 3.5 indefinitely.
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Last edited by Baraka_Guru; 07-01-2008 at 04:27 PM..
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