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	<title>Comments on: How to Get Rid of DM Guilt Once and For All</title>
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	<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all</link>
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		<title>By: Friday Link Adventure &#8211; Nov 28 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-9670</link>
		<dc:creator>Friday Link Adventure &#8211; Nov 28 &#171; Jonathan Drain&#8217;s D20 Source: Dungeons &#38; Dragons Blog</dc:creator>
		<pubDate>Fri, 20 Nov 2009 13:19:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-9670</guid>
		<description>[...] Dungeon Mastering: How to get rid of DM guilt once and for all [...]</description>
		<content:encoded><![CDATA[<p>[...] Dungeon Mastering: How to get rid of DM guilt once and for all [...]</p>
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		<title>By: Visionseer</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6246</link>
		<dc:creator>Visionseer</dc:creator>
		<pubDate>Tue, 09 Dec 2008 22:01:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6246</guid>
		<description>Sometimes a DM just needs to buy time.  I&#039;ve used &quot;filler&quot; sessions that take little or no preparation when I&#039;ve had trouble getting the next installment of a campaign written.  I&#039;ve also run them so that other DMs get a break, or so they can finish their next campaign section.  The idea here is to have a notebook or other record with some odd ideas and &quot;instant RP&quot; stuff.

One of my favorites I ripped off from Star Trek.  I&#039;m referring to the classic &quot;Transporter Accident&quot; plot, where things get strange because of a malfunction.  In D&amp;D (and I&#039;ve done it in a Neverwinter Nights session, as well, with great results), I use the old &quot;go and fetch me the golden walnut of Fsnoivina&quot; (Any generic fetch-it plot), with the twist that because of time constraints, the party has to be teleported to the item.  Of course, the item is in an area that prevents teleportation.

Quickly, before the clever player suggests they teleport to the edge of the non-teleport effect, you have the sponsor of the mission trot out his pet gnome and his teleport machine.  Of course, not being magic, this will get the party there.

They step into the machine... and you ask them all to be silent, as you pass out notes or whisper to each player the name of another player&#039;s PC.  Then you reveal that somehow, the party has been scrambled, and each PC is in the body of another.  Each player must finish the quest as the &quot;mind&quot; of another PC in their PCs body.

It&#039;s always a hit, and funny as heck.  Dwarves occupying the body of the seductress elf?  Pure comedy gold.  And, aside from some down and dirty encounters (just to see them try combat as other PCs with other abilities), you sit back and enjoy the players doing all the work.

If it gets too silly, you can always use the &quot;you all awaken from the shared dream&quot; ending to the session. Also, this works best when all the players have known and played with one another for some time... The more familiarity the better.</description>
		<content:encoded><![CDATA[<p>Sometimes a DM just needs to buy time.  I&#8217;ve used &#8220;filler&#8221; sessions that take little or no preparation when I&#8217;ve had trouble getting the next installment of a campaign written.  I&#8217;ve also run them so that other DMs get a break, or so they can finish their next campaign section.  The idea here is to have a notebook or other record with some odd ideas and &#8220;instant RP&#8221; stuff.</p>
<p>One of my favorites I ripped off from Star Trek.  I&#8217;m referring to the classic &#8220;Transporter Accident&#8221; plot, where things get strange because of a malfunction.  In D&amp;D (and I&#8217;ve done it in a Neverwinter Nights session, as well, with great results), I use the old &#8220;go and fetch me the golden walnut of Fsnoivina&#8221; (Any generic fetch-it plot), with the twist that because of time constraints, the party has to be teleported to the item.  Of course, the item is in an area that prevents teleportation.</p>
<p>Quickly, before the clever player suggests they teleport to the edge of the non-teleport effect, you have the sponsor of the mission trot out his pet gnome and his teleport machine.  Of course, not being magic, this will get the party there.</p>
<p>They step into the machine&#8230; and you ask them all to be silent, as you pass out notes or whisper to each player the name of another player&#8217;s PC.  Then you reveal that somehow, the party has been scrambled, and each PC is in the body of another.  Each player must finish the quest as the &#8220;mind&#8221; of another PC in their PCs body.</p>
<p>It&#8217;s always a hit, and funny as heck.  Dwarves occupying the body of the seductress elf?  Pure comedy gold.  And, aside from some down and dirty encounters (just to see them try combat as other PCs with other abilities), you sit back and enjoy the players doing all the work.</p>
<p>If it gets too silly, you can always use the &#8220;you all awaken from the shared dream&#8221; ending to the session. Also, this works best when all the players have known and played with one another for some time&#8230; The more familiarity the better.</p>
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		<title>By: Loonook</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6141</link>
		<dc:creator>Loonook</dc:creator>
		<pubDate>Sun, 30 Nov 2008 06:04:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6141</guid>
		<description>I have to say that this is a great article discussing a lot of topics which are near and dear to my heart as a DM and someone trying to give advice to new DMs in my own community.  I will suggest this article to anyone who starts to get the ol&#039; DM shakes and may need something to give themselves a little pick-me-up and some solid advice.</description>
		<content:encoded><![CDATA[<p>I have to say that this is a great article discussing a lot of topics which are near and dear to my heart as a DM and someone trying to give advice to new DMs in my own community.  I will suggest this article to anyone who starts to get the ol&#8217; DM shakes and may need something to give themselves a little pick-me-up and some solid advice.</p>
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		<title>By: Samuel Van Der Wall</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6130</link>
		<dc:creator>Samuel Van Der Wall</dc:creator>
		<pubDate>Fri, 28 Nov 2008 19:28:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6130</guid>
		<description>I have time to plan adventures and run.  Sometimes I don&#039;t find enough time to solidly read through and be comfortable with a core book of rules.  That is what ususally gets me in trouble.  So the adventure will run smoothly, up to the point the a player wants his character to jump out of a window and dual-wield shoot his enemy across the street in the face, while falling five stories down.  Then I go, &quot;What?&quot;</description>
		<content:encoded><![CDATA[<p>I have time to plan adventures and run.  Sometimes I don&#8217;t find enough time to solidly read through and be comfortable with a core book of rules.  That is what ususally gets me in trouble.  So the adventure will run smoothly, up to the point the a player wants his character to jump out of a window and dual-wield shoot his enemy across the street in the face, while falling five stories down.  Then I go, &#8220;What?&#8221;</p>
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		<title>By: Nightmare</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6115</link>
		<dc:creator>Nightmare</dc:creator>
		<pubDate>Wed, 26 Nov 2008 15:23:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6115</guid>
		<description>Honestly i have never had this problem. (Maybe i&#039;m not busy enough) but between work and school i haven&#039;t been able to play with my group in 3 weeks and it makes me feel bad because i cant game...especially when i&#039;m at work and constantly thinking about whats next.  i&#039;m one of those DM&#039;s that always does things in my head and rarely needs paper so doing things while im bein a cashier works well.  now im not that old so you older DM&#039;s probably wish you had time to do this but hey, thats life...hopefully my schedual will clear up after the holidays.</description>
		<content:encoded><![CDATA[<p>Honestly i have never had this problem. (Maybe i&#8217;m not busy enough) but between work and school i haven&#8217;t been able to play with my group in 3 weeks and it makes me feel bad because i cant game&#8230;especially when i&#8217;m at work and constantly thinking about whats next.  i&#8217;m one of those DM&#8217;s that always does things in my head and rarely needs paper so doing things while im bein a cashier works well.  now im not that old so you older DM&#8217;s probably wish you had time to do this but hey, thats life&#8230;hopefully my schedual will clear up after the holidays.</p>
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		<title>By: Yax</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6103</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Tue, 25 Nov 2008 20:02:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6103</guid>
		<description>For me, the key is to plan a whole session in one sitting.  If I can only manage 30 minutes I fall back on published material that I tweak - and I take notes right in the books.  It&#039;s ugly but it works.  If I can manage more time I do something nice with &lt;a href=&quot;http://tools.dungeonmastering.com&quot; rel=&quot;nofollow&quot;&gt;Dungeon Mastering Tools&lt;/a&gt; and &lt;a href=&quot;http://www.obsidianportal.com&quot; rel=&quot;nofollow&quot;&gt;Obsidian Portal&lt;/a&gt;.

Being able to entertain players (and myself) for 4 hours on 30 minutes of prep time is my most valuable DM skill.</description>
		<content:encoded><![CDATA[<p>For me, the key is to plan a whole session in one sitting.  If I can only manage 30 minutes I fall back on published material that I tweak &#8211; and I take notes right in the books.  It&#8217;s ugly but it works.  If I can manage more time I do something nice with <a href="http://tools.dungeonmastering.com" rel="nofollow">Dungeon Mastering Tools</a> and <a href="http://www.obsidianportal.com" rel="nofollow">Obsidian Portal</a>.</p>
<p>Being able to entertain players (and myself) for 4 hours on 30 minutes of prep time is my most valuable DM skill.</p>
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		<title>By: Yax</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6102</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Tue, 25 Nov 2008 19:57:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6102</guid>
		<description>@Jeff Ivey:

You say:  &quot;4 of our players are married (to each other)&quot;

I say: &quot;Hurray for polygamy!&quot;</description>
		<content:encoded><![CDATA[<p>@Jeff Ivey:</p>
<p>You say:  &#8220;4 of our players are married (to each other)&#8221;</p>
<p>I say: &#8220;Hurray for polygamy!&#8221;</p>
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		<title>By: phycoshane</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6100</link>
		<dc:creator>phycoshane</dc:creator>
		<pubDate>Tue, 25 Nov 2008 18:59:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6100</guid>
		<description>yea im in 3rd year in secondary school(high school) and ive no time between school,dming,skateboarding,parcour,playing zelda games,jaming in my mates garage,studying for junior certificate,reading darran shan books,youtube,reading tips on this website playing warhammer and magicthegathering learning piano and maintaing a healthy sotical life and keeping my girlfriend happy. its like runing a triathlon</description>
		<content:encoded><![CDATA[<p>yea im in 3rd year in secondary school(high school) and ive no time between school,dming,skateboarding,parcour,playing zelda games,jaming in my mates garage,studying for junior certificate,reading darran shan books,youtube,reading tips on this website playing warhammer and magicthegathering learning piano and maintaing a healthy sotical life and keeping my girlfriend happy. its like runing a triathlon</p>
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		<title>By: Steve-o</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6096</link>
		<dc:creator>Steve-o</dc:creator>
		<pubDate>Tue, 25 Nov 2008 15:11:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6096</guid>
		<description>I definitely fall into the harried GM category.   One way I have alleviated this issue is by only having gaming sessions every other week for 4 to 5 hours.  this way I have 2 weeks to plan for the next game session and I know how long we are going to play.

Other ways I have tried to relieve this burden:  beg, borrow, steal what you can find on the net and make it your own. (I do this during my lunch break at work.)  I am doing a lot more off the cuff/ roll some dice and make stuff up gaming which works out well. I set up the sandbox style of play.  In the beginning, the prep time was a bit more intense, but now that I have things in place it goes pretty smooth.

I did create an overall outline of the general direction of the overall plot, but how the players get there is mostly up to them. 

Usually having only about an hour a night if I am lucky to prepare has taught me to concentrate only on what is necessary to run the game.  Do not make up more than what you think the players will accomplish or be interested in.  (writing up 100000 years of history is great, but if no one sees it or cares it ends up being useless.)  If I have the time to create the fluff, I will, but usually that is a part of the game that gets improvised.

I guess the easiest way would be to just run premade adventures, but that is not always fun, especially when others in the group may buy them.</description>
		<content:encoded><![CDATA[<p>I definitely fall into the harried GM category.   One way I have alleviated this issue is by only having gaming sessions every other week for 4 to 5 hours.  this way I have 2 weeks to plan for the next game session and I know how long we are going to play.</p>
<p>Other ways I have tried to relieve this burden:  beg, borrow, steal what you can find on the net and make it your own. (I do this during my lunch break at work.)  I am doing a lot more off the cuff/ roll some dice and make stuff up gaming which works out well. I set up the sandbox style of play.  In the beginning, the prep time was a bit more intense, but now that I have things in place it goes pretty smooth.</p>
<p>I did create an overall outline of the general direction of the overall plot, but how the players get there is mostly up to them. </p>
<p>Usually having only about an hour a night if I am lucky to prepare has taught me to concentrate only on what is necessary to run the game.  Do not make up more than what you think the players will accomplish or be interested in.  (writing up 100000 years of history is great, but if no one sees it or cares it ends up being useless.)  If I have the time to create the fluff, I will, but usually that is a part of the game that gets improvised.</p>
<p>I guess the easiest way would be to just run premade adventures, but that is not always fun, especially when others in the group may buy them.</p>
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		<title>By: Jeff Ivey</title>
		<link>http://www.dungeonmastering.com/gaming-life/how-to-get-rid-of-dm-guilt-once-and-for-all#comment-6095</link>
		<dc:creator>Jeff Ivey</dc:creator>
		<pubDate>Tue, 25 Nov 2008 15:08:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=712#comment-6095</guid>
		<description>Just to comment on what FisherCatt said. Completely correct. Let the players create the plot lines in the world through the descriptions of their characters background. I&#039;ve given my players a world to play in, but have left much of the history and such to be created by them through their backgrounds; tying things together as we go. I even have one player who is actually a &quot;sleeper&quot; and will at some point in the future &quot;turn&quot; on his fellow characters.</description>
		<content:encoded><![CDATA[<p>Just to comment on what FisherCatt said. Completely correct. Let the players create the plot lines in the world through the descriptions of their characters background. I&#8217;ve given my players a world to play in, but have left much of the history and such to be created by them through their backgrounds; tying things together as we go. I even have one player who is actually a &#8220;sleeper&#8221; and will at some point in the future &#8220;turn&#8221; on his fellow characters.</p>
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