Putting the heroes' backs to the wall only to have them triumph against the odds...when everyone is cheering, high-fiving, leaning over the table, that's the best moment.
The best for me is when something goes exactly as written. Some trap gets sprung, or a hidden monster gets roused and the party panics both in character and out of character for a second before they settle down and strategically overcome the situation, moving forward a little wiser to their surroundings.
The look on a player's face when something they do saves the group or reveals a massive plot point. I enjoy making the table feel like the heroes of the story. I also like hearing how creative my players can be when facing a certain challenge.
The best thing about DMing is when players surprise me. Second best is thing is when I surprise my players.
special mention: Planning the next session. *evil chortle*
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Rule for drama. Roll for memories. If there isn't a meaningful failure condition, do not roll. Ever. (Perception checks, I'm .... clunk, roll, roll, roll, stop... 14, looking at you... maybe?)
My favorite part is seeing what direction the players take the story. I tend to run a more loose and sandbox kind of game where the players drive the story, not me. I'll introduce a few plot hooks simultaneously, and see what grabs the players the most. As the players pursue one, I can either expand on it if it is interesting or terminate it at some point and call the quest finished.
In the meantime, the ignored hooks can "morph" into something more formidable (because they were ignored by the PCs, bad guy made some gains) giving you a natural way to introduce higher level content, which the PCs are by now!
Playing with my players is my joy. As a DM I just get a lot more control over the entire situation then they do, and a lot more characters to play with. But in the end I'm just playing with them, and if we're having fun playing together (in whatever way we find fun) then I'm having a great time as a DM!
When I throw something in from one of the player's backstory and I see the light in the players eyes and how they respond to it. That is the good stuff right there.
The best for me is when something goes exactly as written. Some trap gets sprung, or a hidden monster gets roused and the party panics both in character and out of character for a second before they settle down and strategically overcome the situation, moving forward a little wiser to their surroundings.
I too must admit that I really love when they walk right into a trap that I've carefully laid for them... it makes me feel like I built a really solid mystery. But then I also love watching them rise to the occasion like the magnificent weirdos they are.
I also really love the moments that get the huge reactions. The reveal of a backstory hook, the dropping of a really cool monster, or the naming of some major party success. I love knowing they're so into it that they can't help but get excited. Unplanned emotional outbursts at the table are what I live on (not rage-induced ones, of course, no table-tantrums).
...also I'm naturally suited to being group-mom, and being the DM is like being able to be party mom, but also evil. It's great.
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What are some of your favorite things about being a DM? This is a weird question, I know, but I truly want to know how people would respond to this.
"No one hits like Gaston, no one crits like Gaston, no one's on page two hundred and six like Gaston."
-Lynsey Burkett
No seriously, check the monster manual.
Creating a plot that absolutely grabs my players, with twists that they love and don't see coming, that makes them want to come back week after week.
Setting up an encounter and having the players do something entirely unexpected. And then realizing the players took me down an even cooler road.
"Not all those who wander are lost"
Setting up a really tough challenge and watching the players completely own it with ingenuity and good tactics or strategy.
WOTC lies. We know that WOTC lies. WOTC knows that we know that WOTC lies. We know that WOTC knows that we know that WOTC lies. And still they lie.
Because of the above (a paraphrase from Orwell) I no longer post to the forums -- PM me if you need help or anything.
BS things Because my players decided to do something that wasnt in the module.
Best part of DMing is when the players are having fun.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This
Too many things to choose from, but the top is definitely this:
Seeing my players smile
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Oh that's a good one
Putting the heroes' backs to the wall only to have them triumph against the odds...when everyone is cheering, high-fiving, leaning over the table, that's the best moment.
Wizard (Gandalf) of the Tolkien Club
The best for me is when something goes exactly as written. Some trap gets sprung, or a hidden monster gets roused and the party panics both in character and out of character for a second before they settle down and strategically overcome the situation, moving forward a little wiser to their surroundings.
The look on a player's face when something they do saves the group or reveals a massive plot point. I enjoy making the table feel like the heroes of the story. I also like hearing how creative my players can be when facing a certain challenge.
The best thing about DMing is when players surprise me.
Second best is thing is when I surprise my players.
special mention: Planning the next session. *evil chortle*
Rule for drama. Roll for memories.
If there isn't a meaningful failure condition, do not roll. Ever. (Perception checks, I'm .... clunk, roll, roll, roll, stop... 14, looking at you... maybe?)
Sounds like something devious.
My favorite part is seeing what direction the players take the story. I tend to run a more loose and sandbox kind of game where the players drive the story, not me. I'll introduce a few plot hooks simultaneously, and see what grabs the players the most. As the players pursue one, I can either expand on it if it is interesting or terminate it at some point and call the quest finished.
In the meantime, the ignored hooks can "morph" into something more formidable (because they were ignored by the PCs, bad guy made some gains) giving you a natural way to introduce higher level content, which the PCs are by now!
Playing with my players is my joy. As a DM I just get a lot more control over the entire situation then they do, and a lot more characters to play with. But in the end I'm just playing with them, and if we're having fun playing together (in whatever way we find fun) then I'm having a great time as a DM!
Find me on Twitter: @OboeLauren
When I throw something in from one of the player's backstory and I see the light in the players eyes and how they respond to it. That is the good stuff right there.
#OPENDND
Having my players have fun and being completely immersed in the story I created.
Murder Hobo Help (a great place for new dm's to get help with murderhobos and a great place to share how you've delt with murderhobos)
Putting them in difficult decisions and watching them figure it out, and watching them roleplay and really get into their characters.
ur mom
I too must admit that I really love when they walk right into a trap that I've carefully laid for them... it makes me feel like I built a really solid mystery. But then I also love watching them rise to the occasion like the magnificent weirdos they are.
I also really love the moments that get the huge reactions. The reveal of a backstory hook, the dropping of a really cool monster, or the naming of some major party success. I love knowing they're so into it that they can't help but get excited. Unplanned emotional outbursts at the table are what I live on (not rage-induced ones, of course, no table-tantrums).
...also I'm naturally suited to being group-mom, and being the DM is like being able to be party mom, but also evil. It's great.