(Dragon #75)
How do you DM—not the mechanics, but the approach? Lew Pulsipher offers 20 tips in what may be his magnum opus for Dragon or White Dwarf.
What’s it about?
Lew stresses consistency, logical application of rules, and establishing clear boundaries - don’t let players push you around. Not all published rules are good, so apply them sensibly. Avoid mid-session rule changes, share house rules beforehand, and revisit rulings if players make strong arguments. Prepare enough to keep the game flowing—i.e. pre-rolling treasure to eyeball its appropriateness—but don’t overprepare. Let players face consequences of reckless actions, even character death, and address disruptive players directly. If needed, remove them.
Balance levity by allowing players to joke, don’t be that DM that treats every joke as an in-game action. Lew supports mild fudging to keep characters alive should the dice turn against them (I disagree). He emphasizes building a group that aligns with your DM style, as blending theater-focused role-players and war-gamers often leads to mismatched expectations.
Lew suggests advancement be as slow as possible while maintaining player interest and criticizes double-digit level play as unbalanced (I disagree). He advises erring on the side of stinginess, halving the treasure you’d normally give—another point where I differ. Stick to the rules, even if they stomp an encounter, and avoid making major changes like letting magic-users wield swords or introducing anachronisms like gunpowder. Don’t remove the fear of death—it keeps the game exciting. If players devise clever solutions, let them succeed, and write flexible scenarios that can handle player creativity.
Is this a keeper?
Yes. Despite some minor disagreements, the article offers valuable advice. It’s one of Lew’s best and deserves a spot on my “best of” list.
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