Skip to main content

Passing the Torch

"A king's time as ruler rises and falls like the sun. One day, Simba, the sun will set on my time here, and will rise with you as the new king."
- Mufasa, The Lion King

I've been the default Dungeon Master since I started playing D&D.  I spent some time as a player, yet when my DM decided he didn't want to play anymore, the duty fell to me.  I jumped on it and haven't looked back since.  However, I realize that while I DM, there have been very little opportunities to let others DM and get some experience.

My brother has spoken of DMing for a long time.  However, when it comes to large groups and large games, he always ends up being a player due to the fact that he's participating in the campaign, not working behind the scenes.  However, with the D&D Open Playtest, this gives a lot more opportunities for one-shot games and exploration of the rules and just trying to have fun with the various aspects of the game.  And so, my group gave him the reins and told him to create an adventure for us to explore and interact with.

He started the game with some orc raiders that were ransacking towns and raiding villages.  The heroes interrogated some of the orcs and found out they were collecting the captives to fuel some sort of rituals.  In the last battle, the heroes tracked down the orcs to a fallen stronghold in the woods.  Due to some careful scouting, the party knew pretty much the entire layout of the keep.  It was packed with orcs.

 

As a group, we were excited to see something like this.  However, my brother, the new DM, had thrown us for a new loop: there were some drow working behind the scenes with the orcs all along.  What they wanted, nobody knew, because as the heroes attacked the keep, the drow decided that had enough of the orcs and began fighting them to steal the captives and use some ruined stairs to escape back into the Underdark.

For myself, this was a huge twist in the adventure.  The drow escaped, and the heroes had no answers.  To make matters worse, one of the PC's fell, and the orcs scooped him up as a prisoner and escaped into the Underdark.  Maybe he's not dead, but he can't really be played anymore for now.  At the end of the evening, I was in complete shock, and realized that I had emotional investment in the return of these townspeople.  I then realized that my brother had done a great job, not just with his encounters and making the game feel epic, but creating twists and plots and involving me in the story.  

I sat there at the end of the night and thought "Holy cow, he could be a really good DM."  The group decided that he would continue to DM our next adventure, as we all want to dive into the Underdark and find out what's going on with the prisoners!

I think most DM's have a very hard time giving up the reins and letting somebody else take over, especially when running a long campaign.  Lately, I've been having a lot of fun running mini games, just to see what other DM's are going to run and allowing myself a chance to play.  I'll be honest, getting to play instead of DM was a great relief and brought a lot of happiness to sit back and focus on my character.

I hope this story gives everybody else some inspiration to let others try their hand at DMing. Seeing someone succeed at it is extremely satisfying to watch, and being a part of an adventure when you don't know all the answers is an experience that is sorely lacking from behind the DM screen.

As always, be sure to leave comments below, and follow me on Twitter @artificeralf

Comments

  1. Leaving the behind the screen world behind is very hard. I have GMed for along time now, but having a chance to play has opened up a new world to me or an old world long forgotten. Memories as GM are different than a player. As a GM you remember the stories as a whole not as an individual.
    You see becoming a player again means I get to remember the little or even the not so little things that I as my PC has done during a game. They way an orc is dispatched or they way I interacted with that villager. Players have the good life and can recall it however and when ever they want. The GM needs never out weigh the players. So for now. I like being a player. Letting someone else hide behind that GM wall is and always will be an awesome experience. Never underestimate the power of a player.

    ReplyDelete
    Replies
    1. I would have to agree. As a DM, I remember most of the overall story. As a player, I remember the sacrifices I made and the tension I felt during combat. Totally different feelings. I think spending time away from the screen can always help making you a better DM.

      Delete
  2. I use to DM 90% of the time myself, and like you, especially with D&D Next, my brother DMs sometimes now too, giving me a rare chance to be a player.

    He's been awesome, and really took off to a whole new level in our Dragon Age campaign.

    I love teaching the game to new players too. I guess passing the torch and teaching are in our blood as DMs!

    P.S. Please tell me - where did you get that awesome poster map? I want one!

    ReplyDelete
    Replies
    1. Thanks for the comment! I'm glad use DM's can agree on these things. :)

      The poster map was in the Map Pack: Shattered Keeps.

      Delete

Post a Comment

Popular posts from this blog

Revisiting the Trinket Lord

As I’ve gone back to dive into the options that are 4e D&D, I took another hard look at something near and dear to my heart: my 4e published article, The Trinket Lord. Published in Dungeon 205 (August 2012), it was another article in the Court of Stars series about the Archfey. With GenCon 2017 occurring right now, I figured it's a good time to talk about such things again.  I had always found the Court of Stars articles extremely intriguing and full of adventure hooks, but when I pitched this article, only two existed, The Prince of Frost (Dragon 374) and the Bramble Queen (Dungeon 185). The Trinket Lord was originally pitched back in April 2012, when WotC accepted article submissions for their Dragon and Dungeon magazines. My contact for the entire process was Greg Bilsland (which was a major “whoa!” moment for me). I consider my relatively short interactions with Greg to have been extremely insightful, as he gave me a good mix of compliments and critiques and helped me ...

Revisiting 4th Edition - Fortune Cards

An interesting mechanic that caught my eye as I returned to 4e was that of Fortune Cards. As I previously stated in an earlier post, one of the stores by my house still had a few packs of Fury of the Feywild. Those that have read this blog or read my tweets know that I am huge fan of the Feywild and the fey creatures that inhabit that realm, so when I was perusing 4e things from the past, picking up packs of cards with 'Feywild' in the set name was a no-brainer.                                                                                                                        As I tweeted while writing this post, it's amazing to me that despite the Fortune Cards arriving on scene circa ...

D&DNext and the Despair Deck

"Fear attracts the fearful." - Darth Maul In May of 2011 (which seems like forever ago), Wizards of the Coast released a 4th Edition supplement entitled The Shadowfell: Gloomwrought and Beyond .  One of the coolest things to come in the box set was a deck of 30 cards called the Despair Deck.  The deck, to quote from the campaign guide, "represents the unnatural behaviors and neuroses that can come over those who visit the Shadowfell."  I would like to that statement one step farther and say that the deck represents behaviors and neuroses that come over those who visit any place of horror.  Flipping through the deck, the cards are separated into three main categories: Fear, Apathy, and Madness.  Such traits create good roleplaying opportunities, as well as further demonstrating the horrors that adventurers face on a regular basis.   I thought the Despair Deck was a great addition to special encounters and events for D&D, and I've re...