Image by Scott Murphy for Wizards of the Coast |
If there is any one word I would use to describe a fun and engaging tabletop experience, that word would be 'dynamic.' A really memorable game will have a sense of progress that doesn't slow down or stagnate, because it has the active guidance of a master storyteller at its helm.
Lessons Learned From Dungeon World
I have played and experimented with a lot of different tabletop RPG systems, and each one had its own strengths and weaknesses which taught me lessons that could be applied to any of the other systems. Dungeon World is the game system that really drives home the true nature of the DM's role at the game table. Instead of allotting turns to NPCs, Dungeon World lets the game-runner perform "DM Moves" whenever a player fails a roll. The move is up to the DM, but it could be allowing a goblin to close the distance to its target, activating a trap, putting an NPC in mortal peril, or anything else that drives the action and opens up new possibilities.
This concept can be applied to any game, and improves the way a game is run by changing your way of thinking about it. Every decision you make behind the screen is more than just a numerical value, or pre-set choice between two options. It is an organic tapestry of tactical and story-based decisions driven by your own creativity. Let yourself think of the reason behind every action you take as DM, and remember what people want from the game: fun, excitement, and the ability to make choices that matter.
This means you have a framework to build encounters around as well... terrain hazards, enemies, unexpected threats, these are all part of your toolbox and you are free to implement them as needed. If an encounter seems tedious or starts to drag, think of ways you can make your "DM move" next. What can you add or subtract from the scene to make it interesting? How can you present more challenges and possibilities to your players? Think beyond the basics and ask yourself what will make things fun for your group.
Crafting a Universe of Adventure!
This fluid way of thinking is the best way to improve your overall technique behind the screen. As you challenge yourself to think outside the box and keep things moving, you will get better at running games that are much more memorable. At the end of the day, players will get more enjoyment out of a fight that resulted in a boat chase, a fall out a window, and an ally turned enemy than if that same encounter had been a rote battle against a gang of minions in an empty warehouse.
As you get better at identifying what works well for your group, the dynamic style will become much easier. Just remember that each element you add to an encounter should prompt some sort of action and response on the part of the player. When running a dynamic game, the DM should always engage his audience, frequently asking the classic question "What do you do now?" Your players will become just as fast on that feet as you, and their decisions will sometimes challenge you just as much as the other way around!
To be continued!
This concept can be applied to any game, and improves the way a game is run by changing your way of thinking about it. Every decision you make behind the screen is more than just a numerical value, or pre-set choice between two options. It is an organic tapestry of tactical and story-based decisions driven by your own creativity. Let yourself think of the reason behind every action you take as DM, and remember what people want from the game: fun, excitement, and the ability to make choices that matter.
This means you have a framework to build encounters around as well... terrain hazards, enemies, unexpected threats, these are all part of your toolbox and you are free to implement them as needed. If an encounter seems tedious or starts to drag, think of ways you can make your "DM move" next. What can you add or subtract from the scene to make it interesting? How can you present more challenges and possibilities to your players? Think beyond the basics and ask yourself what will make things fun for your group.
Crafting a Universe of Adventure!
This fluid way of thinking is the best way to improve your overall technique behind the screen. As you challenge yourself to think outside the box and keep things moving, you will get better at running games that are much more memorable. At the end of the day, players will get more enjoyment out of a fight that resulted in a boat chase, a fall out a window, and an ally turned enemy than if that same encounter had been a rote battle against a gang of minions in an empty warehouse.
As you get better at identifying what works well for your group, the dynamic style will become much easier. Just remember that each element you add to an encounter should prompt some sort of action and response on the part of the player. When running a dynamic game, the DM should always engage his audience, frequently asking the classic question "What do you do now?" Your players will become just as fast on that feet as you, and their decisions will sometimes challenge you just as much as the other way around!
To be continued!
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