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	<title>Comments on: Things you ought to know about your Dungeon Master</title>
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	<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master</link>
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		<title>By: Loki</title>
		<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master#comment-5404</link>
		<dc:creator>Loki</dc:creator>
		<pubDate>Thu, 07 Aug 2008 22:16:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=593#comment-5404</guid>
		<description>I get the &#039;Keep the DM happy&#039; bit, it works in other RPGs obviously and is why I hate playing over forums sometimes, you work on a major section of the adventure and one of the players doesn&#039;t get the point of it when everyone else dose, they start arguing and the game goes on hiatus for a few weeks because the players just had a big row because one of them doesn&#039;t want to continues with some vital part.

It can all be avoided if I can find a way to not give out the plot and not break out of DMing</description>
		<content:encoded><![CDATA[<p>I get the &#8216;Keep the DM happy&#8217; bit, it works in other RPGs obviously and is why I hate playing over forums sometimes, you work on a major section of the adventure and one of the players doesn&#8217;t get the point of it when everyone else dose, they start arguing and the game goes on hiatus for a few weeks because the players just had a big row because one of them doesn&#8217;t want to continues with some vital part.</p>
<p>It can all be avoided if I can find a way to not give out the plot and not break out of DMing</p>
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		<title>By: Labareda</title>
		<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master#comment-5343</link>
		<dc:creator>Labareda</dc:creator>
		<pubDate>Wed, 30 Jul 2008 23:55:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=593#comment-5343</guid>
		<description>I would like it noted that i made an amazing and insightful comment that summed up many of the above points, was humorous and congenial and took a long time to write. So long that when i went to post it got lost into that place that all words go when a page times out.

It was my post that got away.</description>
		<content:encoded><![CDATA[<p>I would like it noted that i made an amazing and insightful comment that summed up many of the above points, was humorous and congenial and took a long time to write. So long that when i went to post it got lost into that place that all words go when a page times out.</p>
<p>It was my post that got away.</p>
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		<title>By: Ravyn</title>
		<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master#comment-5316</link>
		<dc:creator>Ravyn</dc:creator>
		<pubDate>Wed, 30 Jul 2008 04:35:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=593#comment-5316</guid>
		<description>.....wow.  Get a job, and next thing I know people are beating me to my own rebuttals.  Blast.

Mike:  I don&#039;t think we&#039;re on the same wavelength.  Yes, I&#039;m a writer-GM.  I realize this.  But I&#039;ve never been that big a railroader.  (I mean, I&#039;m the one whose second session of her first real game featured the group recruiting a quintet of individuals who were supposed to be running antagonists.)  For me, story in a game is the collaborative fiction element--everyone contributes, everyone spotlights, and the end result is better than anything just one person can come up with.  It&#039;s not necessarily the same as plot; sure, we work in eventual plans like one player&#039;s idea for a character arc or another wanting to play with demon possession or me attempting to run a session which can be summarized as &quot;Fourteen demigods playing Calvinball&quot;, but at this point, they&#039;re pushing the plot as much as I am.  And when someone&#039;s getting their feet wet trying to get into that part of what running a game is, I&#039;m not going to run roughshod over them.  Particularly not the kinds of rule-messery that I&#039;ve come to associate with exploiting rule knowledge over a DM.  Yes, I&#039;ll tell them when they&#039;re forgetting something important, but I&#039;m as likely to toss my DM a rules suggestion that&#039;s going to make my life difficult as take advantage of something that&#039;ll get us out of here.  So for me, yes, it&#039;s about the story.  Everyone&#039;s story.

(Speaking of story vs. game:  http://exchangeofrealities.today.com/2008/06/19/letting-go/ might interest you.  Or at least tell you what kind of DMs I wrote my original riff assuming the existence of.  How&#039;m I supposed to get them to improve their game this way if they get broadsided by powergaming at the starting gate?)</description>
		<content:encoded><![CDATA[<p>&#8230;..wow.  Get a job, and next thing I know people are beating me to my own rebuttals.  Blast.</p>
<p>Mike:  I don&#8217;t think we&#8217;re on the same wavelength.  Yes, I&#8217;m a writer-GM.  I realize this.  But I&#8217;ve never been that big a railroader.  (I mean, I&#8217;m the one whose second session of her first real game featured the group recruiting a quintet of individuals who were supposed to be running antagonists.)  For me, story in a game is the collaborative fiction element&#8211;everyone contributes, everyone spotlights, and the end result is better than anything just one person can come up with.  It&#8217;s not necessarily the same as plot; sure, we work in eventual plans like one player&#8217;s idea for a character arc or another wanting to play with demon possession or me attempting to run a session which can be summarized as &#8220;Fourteen demigods playing Calvinball&#8221;, but at this point, they&#8217;re pushing the plot as much as I am.  And when someone&#8217;s getting their feet wet trying to get into that part of what running a game is, I&#8217;m not going to run roughshod over them.  Particularly not the kinds of rule-messery that I&#8217;ve come to associate with exploiting rule knowledge over a DM.  Yes, I&#8217;ll tell them when they&#8217;re forgetting something important, but I&#8217;m as likely to toss my DM a rules suggestion that&#8217;s going to make my life difficult as take advantage of something that&#8217;ll get us out of here.  So for me, yes, it&#8217;s about the story.  Everyone&#8217;s story.</p>
<p>(Speaking of story vs. game:  <a href="http://exchangeofrealities.today.com/2008/06/19/letting-go/" rel="nofollow">http://exchangeofrealities.today.com/2008/06/19/letting-go/</a> might interest you.  Or at least tell you what kind of DMs I wrote my original riff assuming the existence of.  How&#8217;m I supposed to get them to improve their game this way if they get broadsided by powergaming at the starting gate?)</p>
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		<title>By: Geek's Dream Girl</title>
		<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master#comment-5312</link>
		<dc:creator>Geek's Dream Girl</dc:creator>
		<pubDate>Tue, 29 Jul 2008 20:16:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=593#comment-5312</guid>
		<description>@ Yax - you know that&#039;s why I&#039;m so... entertaining. ;-)</description>
		<content:encoded><![CDATA[<p>@ Yax &#8211; you know that&#8217;s why I&#8217;m so&#8230; entertaining. ;-)</p>
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		<title>By: The Chatty DM</title>
		<link>http://www.dungeonmastering.com/gaming-life/things-you-ought-to-know-about-your-dungeon-master#comment-5311</link>
		<dc:creator>The Chatty DM</dc:creator>
		<pubDate>Tue, 29 Jul 2008 19:40:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.dungeonmastering.com/?p=593#comment-5311</guid>
		<description>One of your best Yax. 

Kudos.

Pity I got to it so late.</description>
		<content:encoded><![CDATA[<p>One of your best Yax. </p>
<p>Kudos.</p>
<p>Pity I got to it so late.</p>
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