NeverwinterConnections.com

   NeverwinterConnections.com
   Persistent Worlds
   NeverWinter University

   DM 102: Revival?!?
Pages: 1 2  
   Author  Topic: DM 102: Revival?!?  (Read 298 times)
Tarridus

Forum God


Last On: 03/08/10
View Profile
Message Player

United States

Posts: 2606
DM 102: Revival?!?
Return To Top       

I know we've had this discussion before but with the revival of NWC and the upcoming release of NWN2, I think its worth revisiting. In the last year, Carlo One's excellent DMFI Module really brought the DM client back into the limelight of the community. Yet it only touched the surface (and very well at that) of what can be done with the DM client. And since that module is geared toward the novice DM, I think there should be a session that provides 'advanced' techniques and additional familiarity with the toolset and commands.

Long ago, the excellent Fleet Street crew had something in this form and recently Arawen has also tried to expand on it but I think the community as a whole is in need of more DMs to bring back the excitement in NWN and subsequently in NWN2. Now I'm not the most experienced DM and there are still current members of this community who know much more than I about DMing but I'm willing to help develop some sort of session (about an hour long or so) geared toward those who want to 'expand' on Carlo One's DMFI 101 module.

It can involve a more soundstage approach of setting up atmosphere, while teaching/discussing topics such as DMFI Tools, Dicerolls, Roleplaying NPCs, etc. The possibilities are endless as different DMs approach storytelling and their campaigns differently.

As I've never attended a prior DM 101/102 before on NWC, I really don't know how those were done in the past but if anyone else would like to help me on this, your more than welcome. I think a 'new' DM 102 should be a collaborative experience just like Multiplayer/New Player 101 is for the player side of things.

So with all this said, is anyone interested in helping me on this. I'd love to hear them and I think new players on NWC and NWN in general would appreciate it if we bring this back.

So thoughts? Ideas? Comments?

Feel free to reply here or PM if your interested.

Thanks

-Tarridus

I.P. Logged
Von Stalhein

Forum God


Last On: 03/16/10
View Profile
Message Player

United Kingdom

Posts: 726

Return To Top       

I played Carlo's DM101 module, and it certainly kick-started me into DMing games. However, there are a lot of things that it doesn't (and in many ways a scripted module cannot) cover. How to roleplay NPCs well, how to best handle out-of-engine gaming etc.

I for one would definitely sign up to any DM102 sessions that were scheduled. (Proviso obviously being if I could make the time )

I.P. Logged
Gulfwulf

Forum God


Last On: 03/17/10
View Profile
Message Player

United States

Posts: 4441

Return To Top       

on Mar 19, 2006, 4:31 AM, Von Stalhein wrote:
I played Carlo's DM101 module, and it certainly kick-started me into DMing games. However, there are a lot of things that it doesn't (and in many ways a scripted module cannot) cover. How to roleplay NPCs well, how to best handle out-of-engine gaming etc.

I for one would definitely sign up to any DM102 sessions that were scheduled. (Proviso obviously being if I could make the time )


I think a lot of that has to be learned through experience, VS, but it certainly helps to have someone along who can give you pointers. That and having a good guide to follow.

I.P. Logged
Arawen

Forum God


Last On: 03/07/10
View Profile
Message Player

United States

Posts: 998
Good luck with organizing a DM class!
Return To Top       

I've posted the DMFI 102 curriculum outline. My schedule does not give me time to run classes.

The original class focused on live practice and conversation among DMs. It was not geared towards automated instruction and required at least two live DM instructors.

Feel free to build the posted curriculum into a course if you like.

http://www.neverwinterconnections.com/forums/index.cfm/fuseaction/viewmessages/id/29886/guildid/0.htm

I.P. Logged
Gulfwulf

Forum God


Last On: 03/17/10
View Profile
Message Player

United States

Posts: 4441

Return To Top       

The MP101 class uses a script that the trainers can "read" off of. Do you have something like that or were the classes more spur of the moment in what was said? I think it would help to have soemthing like that to make teaching it easier. Thanks.

I.P. Logged
Arawen

Forum God


Last On: 03/07/10
View Profile
Message Player

United States

Posts: 998

Return To Top       

Gulfwulf, Fleet Street's original DM102 class had scripted brief lectures read by widgets, live teaching, class discussion, and hands on practice.

The original DM102 class in early 2003 focused on giving DMs experience with the Fleet Street DMs' game style. The Fleet Street DM group however has not shared this module. Also, one of the Fleet Street DM 102 instructors asked that logs of the Fleet Street DM 102 class not be distributed. Given these circumstances, creating a new course is necessary.

I'd recommend teaching a course live a few times to see what works before building a scripted, widgeted version. Originally, it was the live, interactive aspect of this course that made it work.

Arawen

I.P. Logged
Tarridus

Forum God


Last On: 03/08/10
View Profile
Message Player

United States

Posts: 2606

Return To Top       

Thanks so much Arawen for the detailed outline and to the others who have shown interest in this. The outline is very helpful and I'm going to go through it and see if I can slim it down a bit to be about 2 hours.

About a year ago, a fellow player (and my mentor DM) Lilivati developed a DM 101/102 module that we never got to test or try out that included a set of small preset areas that allowed the players to 'experiment'. The thoughts are that after the discussion, the DMs/Students get to try out some of which was discussed so I think a short amount of time should be dedicated to this during the second half of the session. It can be akin to what Carlo has done with the ending of DMFI 101.

I've gotten a couple PM from those interested in helping so we can continue to discuss here for what we want to see in the module.

Things to discuss:

  • Time to run session? (GMT)
  • What parts of Arawen's outline to use? (if not all)
  • What type of areas should be used for 'soundstages'?
  • How many players do we want to host and do we want to make it application only?


..And a million more -questions/issues to discuss but we'll keep it at that while I get to building something and we'll go from there.

I also agree that the first couple should be done without a widget to get our feet wet. It can easily added but I'm not the best scripter so if anyone is willing to help out with a scripting widget, I'd be most appreciative.

Thanks again everyone.

-Tarridus

« Last Edit: on: Mar 19, 2006, 2:00PM » I.P. Logged
Gulfwulf

Forum God


Last On: 03/17/10
View Profile
Message Player

United States

Posts: 4441

Return To Top       

on Mar 19, 2006, 12:17 PM, Arawen wrote:
Gulfwulf, Fleet Street's original DM102 class had scripted brief lectures read by widgets, live teaching, class discussion, and hands on practice.

The original DM102 class in early 2003 focused on giving DMs experience with the Fleet Street DMs' game style. The Fleet Street DM group however has not shared this module. Also, one of the Fleet Street DM 102 instructors asked that logs of the Fleet Street DM 102 class not be distributed. Given these circumstances, creating a new course is necessary.

I'd recommend teaching a course live a few times to see what works before building a scripted, widgeted version. Originally, it was the live, interactive aspect of this course that made it work.

Arawen


Just curious because the script made it easy to stay on track during the training sessions plus ensure that everything was covered properly. Though I do agree that a live event would be the best way to go at first to help nail down what should be covered when and what should be said.

Tarridus, I'm not the best scripter around here, but I could probably come up with something if you gave me a script to work with. Also, I'd like to sit in on the first session if/when you get it scheduled depending on if I can make it at that time. Thanks.

I.P. Logged
charissa1066

Forum God


Last On: 03/06/10
View Profile
Message Player

United States

Posts: 1077

Return To Top       

Just a thought, but the class script is jam packed. Seems a lot to cover in one session, especially without a break. Posting some preliminary reading material might help. They may not read it, but at least they'll know where to get the info later.

I've found a few articles helpful for our DMs and apprentices:
"The Big Ten List of RPG Plots" by S. John Ross:
http://www.io.com/~sjohn/plots.htm

DM Console Commands: http://nwn.stratics.com/content/toolset/dm/tech/console_commands.shtml

This is more specialized but an exceptional article:
"DMing in a Persistant World Environment" by none other than Carlo One
http://dmfi.slightlysilly.net/modules.php?name=Content&pa=showpage&pid=3

Another thing that helps a lot is pairing the learner with a mentor.

« Last Edit: on: Mar 20, 2006, 5:12AM » I.P. Logged
Tarridus

Forum God


Last On: 03/08/10
View Profile
Message Player

United States

Posts: 2606

Return To Top       

I agree, we'll have to cut down on what is covered and just focus on what we think is absolutely essential. The idea, charissa, of having resources before game would work well I think in letting the prospective DMs gather information beforehand.

As for the session script, Gulfwulf, I'm not familiar with it but I have an idea of what you all used in the NPT sessions. Something along those lines could work if you could replicate it. Getting the actual dialogue down will take a bit more time IMO.

Sometime this week, I'll try going through the outline in detail and perhaps slimming it down a notch. I'll post here when I've got something drafted.

In the mean time, continue to post here with ideas and thoughts whenever anyone has the chance

-Tarr

I.P. Logged
Gulfwulf

Forum God


Last On: 03/17/10
View Profile
Message Player

United States

Posts: 4441

Return To Top       

Give me an email address, Tarridus, and I'll send you the script Starstuff and Scorpio60 created for the MP101 classes. Basically, we had the DM client running as a window and the script loaded up in notepad, then we could just copy/paste what we wanted to say and elaborate on it as needed. Made the sessions go by quickly while making sure everything was properly covered.

« Last Edit: on: Mar 21, 2006, 12:50AM » I.P. Logged
StarStuff

Forum God


Last On: 12/29/09
View Profile
Message Player

United Kingdom

Posts: 2079

Return To Top       

Scorp created some widgets along the lines of what you're talking about, Tarridus, for an earlier version of the script. I should think I have that module sitting on my hard drive somewhere, so let me know if you want it.

« Last Edit: on: Mar 21, 2006, 1:20AM » I.P. Logged
bv6

Veteran Poster


Last On: 06/07/08
View Profile
Message Player

United Kingdom

Posts: 62

Return To Top       

Someone's been reading my mind - I joined NWC two weeks ago with this very question burning in my brain.

I'm not experienced enough to help, but if you build it - I will come.

Maybe you need some guinea-pigs to try it out? (not that I'm in favour of animal testing, you understand!)

----

Some (hopefully helpful) comments though:

I think Arawen's right that the best way of learning would be to apprentice to an established DM, but it's going to help any DM team if the newbie has DMFI 102 under their belt to start with.

I think everyone here would agree that much of DMing is a stylistic thing that has to be learned from experience.

It would be unrealistic to expect the course to cover everything from start to finish - it should carry-on where Carlos left-off, but would still only be a beginning in itself - to get people into DMing.

To reinforce the learning process, there needs to be an exercise session at the end of each stage. Running through the entire script and expecting students to remember everything in a single exercise at the end won't work (IMO).

Arawen's script looks fairly long, and with additional exercises might turn-into more of a multi-session thing.

Student DMs could return in later weeks to help coDM the 102 sessions. This might take the pressure off established DMs, and provide newbie DMs with some low-pressure practise (plus get some feedback on their DMing abilities).

You should make it application - I would have thought you would want to know that prospective students have at least attended MP101, or played a few games online, and completed Carlos' DM101?

I have gone through Carlos's mod, and while informative and certainly valuable, it didn't give me any chance to interact with players/DMs, and didn't cover the detailed aspects of dice rolling, skill checks, factions and the various widget and rules systems (DMFI, HBAD etc.)

Therefore DMFI 102 definitely needs to be a live session IMO, although I'm sure liberal scripting will make it easier to run.

----

I'm really pleased to see you all trying to revive this community - I'll give it any support I can.

---
bv6

I.P. Logged
Gulfwulf

Forum God


Last On: 03/17/10
View Profile
Message Player

United States

Posts: 4441

Return To Top       

There are a number of DM friendly modules, like JHR1: The Vethboro Dragon by Vendolin, and Alcohol Annoymous by Dungajin that are meant to be played in a single sessions (usually about 2-3 hours depending on how much rping goes on). TVD can basically run itself, but lends itself to accept DM intervention, while AA requires a DM (there's no NPC conversations, area transistions, etc), but even then, an experienced DM can show trainies how to possess NPCs and the like. I don't think it's so much a question of if it's possible to do this, but more so how to co-ordinate it and get it going properly. I'd like to see it get off of the ground because I think we, as a community, could always use more DMs. And, once you try it, it's hard to go back.

I.P. Logged
bv6

Veteran Poster


Last On: 06/07/08
View Profile
Message Player

United Kingdom

Posts: 62

Return To Top       

Good point - I guess it doesn't really have to be a lecture class?

I would be happy just to log-onto one of those modules and do a run-through with an experienced DM.

Maybe the two different styles of session could be run in tandem?

---
bv6

I.P. Logged
Tarridus

Forum God


Last On: 03/08/10
View Profile
Message Player

United States

Posts: 2606

Return To Top       

on Mar 21, 2006, 12:43 AM, Gulfwulf wrote:
Give me an email address, Tarridus, and I'll send you the script Starstuff and Scorpio60 created for the MP101 classes. Basically, we had the DM client running as a window and the script loaded up in notepad, then we could just copy/paste what we wanted to say and elaborate on it as needed. Made the sessions go by quickly while making sure everything was properly covered.


Hah! I didn't think it was that easy in fact but thats a good idea actually. We could probably do something like that, as its actually something I hadn't even considered back when J'dai, Lilivati, and I were discussing how to run a MP101.

Also, good points all around bv8. A while back, when Fleetstreet still ran the DM 101/102 sessions, NWC used to give out DM 101 certifications after the players/dms ran their first module/one-shot and informed the admins. You can still see the icons on some of the current DMs (ie Lazybones, FalseProphet, etc.) profiles. Perhaps if once we get this going, we can bring back this 'snazzy' feature.

I've looked over the outline again, and I've thought about the role of the DMFI tools and in my opinion, these tools should get its own block of time. When I was learning to DM, figuring out which tool did what was the longest part of the whole process. My thoughts are that we run this session for 2 hours and then devote each half hour to a different focus.

IE:
1st half hour - Advanced Basics (Pregame/Toolset/etc)

2nd half hour - DMFI

3rd half hour - Storytelling (Roleplaying/NPCs/etc.)

4th half hour - Soundstage (Interaction/Examples)

These are just ideas and I think they follow somewhat with Arawen's outline and can be expanded upon. But yes, I do wholeheartedly agree that it should be less a lecture and more interactive by letting the players-dms set up some scenarios and perhaps the 'mentors' can act as the players? Does that all make sense?

I.P. Logged
gonesailing

Expert Poster


Last On: 08/18/09
View Profile
Message Player

Greece

Posts: 128

Return To Top       

If ya'll are serious about reinvigorating the DM training courses it might be interesting to expand the offerings and vary them so that not only can you train up new DMs, you can offer something to experienced DMs as well.
DM 102 as stated is a good idea, but I agree that condensing it might be in order. However you don't want to neglect a good education.
Perhaps a expanded class offering in the form of "Upper Level Seminars". Just as an example

DM 201 - "101 things to do with my Widget" Practice/Play and Exploration of the DMFI Wand and widget package

DM 202 - "CR,EL, and other goofy letters" Balancing encounters in D&D 3.0/3.5

DM 203 - "Tripping the light fantastic" Visual imagery in NWN games

DM 204 - "What is chewing on my leg?" Using scripting and custom content to create unusual creatures

DM 205 - "Yawn! I need some sleep" Resting, eating and its importance to game balance

DM 206 - "Talk, Talk, Talk, all we do is talk" Roleplaying NPCs for effect

I think you can see what I am getting at.
Short, focused seminar-type courses would have a lot to offer both new and experienced DMs. In a setting that I am imagining the "Facilitators" would probably learn as much as the "Students"

The length could likely be scheduled for 1 hour. Some courses might be best done in IRC.

I.P. Logged
bv6

Veteran Poster


Last On: 06/07/08
View Profile
Message Player

United Kingdom

Posts: 62

Return To Top       

I've always liked the idea of a comprehensive curriculum, but it might be difficult getting enough experienced DMs to run all these sessions on a regular basis?

If you ran them as a reviewable mini-campaign, it would give facilitators and students alike a chance to get some ratings on NWC and some experience.

Certification with some sort of visible accolade would certainly be a 'good thing'.

You could also encourage successful students to return and host training sessions as facilitators. As gonesailing mentioned - teaching is a good way of learning.

You could tie this to certification, and create a kind of 'pyramid' effect ... erm, maybe ...

I also suggest you split the stream into people who have DMed before (and will likely want to concentrate on more technical aspects) and those who are complete newbies (and will want more help with basics, storytelling, NPCs etc.)

Go Team!

---
bv6

I.P. Logged
gonesailing

Expert Poster


Last On: 08/18/09
View Profile
Message Player

Greece

Posts: 128

Return To Top       

I agree that scheduling might be difficult (Isn't it always).
This is just an idea to pick your brains with. Hardly a fully formed proposal, but with a proper "Lesson Plan", anyone can host a seminar-type course. I have given many of them. Oftentimes on subjects I had little or no knowledge of.
In that sort of setting information is presented to spark discussion. The "Lesson Plan" would include concrete goals that the session should cover. For example
Today our subject is the DMFI Wand and widget package. At the end of the session we will be able to:
  • Identify each wand/widget and its main function
  • Explore lesser known features of the package
  • Discuss installation and customization issues

When we finish this we will have a short period to practice our new skills

The main work is the lesson plan. The main challenges for the facilitator(s) are to keep discussion moving ahead on topic and to familiarize themselves with the lesson plan.

My brain is partially fried as it is the end of my workday or I would elaborate more. I am sure we have some education professionals in the crowd who can fill in the gaps, or correct my mistakes.

I agree that recognition of some sort is "a good thing" but hardly necessary. Also, in my opinion the DM101 badges that were given out seemed to spark more than one contraversy and seemed to be an adminstrative hassle to those that volunteered their time to manage/mantain the list. That said I am personally in favor of something of that kind happening again. I just want to bring it up so if it is done it is kept in mind.

Edit: Before I loose this train of thought...
In my fevered imagination, I wouldn't see these seminars offered on a "regular" basis anyway. Advanced level things like these would be less often found. Perhaps when someone sees an interest on the Forum and is interested they could host a session. For example if tons of DMFI wand questions come up an upswelling of support for these things would be there. Certainly an effort should be made during the NWCons and other events.

« Last Edit: on: Mar 21, 2006, 2:08PM » I.P. Logged
bv6

Veteran Poster


Last On: 06/07/08
View Profile
Message Player

United Kingdom

Posts: 62

Return To Top       

I agree - I like that style of format more:

explain, practise, discuss, move-on

I think this approach will cement itself in people's heads more.

IMO you would also be able to fit several of these 'modular sections' into a two-hour session.

You could also choose a shortlist of sections to use within each session (mix-n-match style) to correspond with the needs and skill-level of the particular students involved?

---
bv6

I.P. Logged
Pages: 1 2  
Moderators: Rizzen, Elbast, OldScratch, SweeneyTodd, Gilaun, Garnak
   NeverwinterConnections.com
   Persistent Worlds
   NeverWinter University

   DM 102: Revival?!?

 
Copyright © 2002 Shawn Schultz. All rights reserved.
All trademarks are properties of their respective owners. Read our Terms of Use and our Privacy Policy.