D&D: 10 Tips To Become A Better DM | CBR

2021-12-27 14:12:40 By : Ms. Susie Chen

While being a Dungeon Master is difficult, there are tons of resources available to help players learn how to run the game.

Being the Dungeon Master for a Dungeons and Dragons campaign is hard. A lot is riding on the DM to make the game enjoyable for the whole group. The good news is that there are tons of resources out there to help anyone of any skill level be the best they can be.

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While there's a general idea of the ideal DM, storyteller, or narrator, it doesn't mean they maintain the required skill set to be one. Every Dungeon Master has room for improvement, and practicing their skills can help them achieve perfection.

There's not much worse than a detached DM who makes it hard to stay engaged with the storyline. Additionally, stories that are either too easy or too hard are a painfully boring experiences.

Learning how to speak, drawing suspense, and utilizing the tools available can help the most soft-spoken and dull Dungeon Master set the stage for a world-class campaign. Practicing, researching various videos, and reading helps aspiring Dungeon Masters become familiar with different subjects and themes.

Players have have their own thoughts and ideas. No matter how much prep goes into a game, the players will almost always find a loophole or get distracted with something unrelated. Worse yet, the dice decide to roll in peculiar ways that can throw a wrench into the plans. Expecting the unexpected and effortlessly adjusting to spontaneous events is essential for Dungeon Masters. It allows them to remain in control and appear unaffected.

Countless hours dedicated to a campaign and a plethora of prep work aren’t good enough reasons to force players to do things one way. Tailoring the campaigns to their characters, letting the players decide where to go, and letting them build lives for themselves are ways to let gameplay run a whole lot smoother. Few people like fighting with their friends and family. Taking an early account of the players and their characters will help keep the grounds positive.

A common complaint from newer Dungeon Masters is that players always derail the story and deviate from the plan. The worst Dungeon Masters get angry about this and often try to strong-arm the players into doing what they want. That quickly becomes boring and causes some players to challenge them.

The best DMs are able to subtly revert derailed campaigns back to their original plans while making players believe it was all their choice. Its easiest to tempt players with offhand comments, rebuild a route that will loop back, or give multiple choices that ultimately lead to the same place.

All manner of prepping, subtle guiding, and expecting everything will still have its holes. Dice don't always play fair. One bad roll can throw everything into chaos. Sometimes terrible accidents happen and suddenly everyone needs a new character, or someone managed a coup de grace on the big bad.

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Having a constant backup plan for backup plans helps move things at a proper pace and will keep the DM from panicking when things go wrong. Always have a best-case and a worst-case scenario to go with what has been planned, and everything will be a breeze.

It definitely hurts when players aren't enjoying something that the DM put a lot of effort into, but seem to love something they threw together in a frenzied haze. It hurts when the dice mess everything up, and it really stings when suddenly nobody can or wants to keep playing.

The best thing to do is to accept that sometimes things are going to need to be dropped. Everything isn't lost, favored ideas should be kept in mind as they are useful later on.

While not every player has the best voice or ideas, Dungeon Masters use more than what the game provides to help build the ambiance, tone, and overall mood.

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Selecting music for different events and areas, adjusting the lighting of the space, or even preparing special treats can make game play more enjoyable. Taking inspiration from various forms of media and implementing real events also make the game interesting.

The sad truth is that a kind DM is one that can and will be taken advantage of. This is why most Dungeon Masters are harsh. DMs that can be stern without being overbearing maintain the best balance.

A Dungeon Master that saddens their players and collects character sheets isn't sustainable. A good Dungeon Master is rigid enough to not be taken advantage of, but also kind enough to keep players interested.

A DM has a lot on their plate. They have to keep the whole game running, know everything that's going on, and be an expert on both the canonical rules and any house rules. While their word is law, constantly swaying the rules is more frustrating than not. The best DMs know the rules and stick to them, but they do give some bend when necessary. They're also willing to hear out other interpretations and try to make sure that everything is fair.

Being a DM is not a job – it should be fun, not a chore. They're a player too even if they are the ones running the show. If they're not having fun, make changes. There's no shame in needing to take a break, Dungeon Masters should be sure to incorporate some.

Setting limits is also extremely important. Make sure that on top of the rules everyone knows what everyone else is comfortable with, including the DM. Dungeons and Dragons is a game, and games are meant to be enjoyed.

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Viktor is an avid ftm gamer fond of a wide range of games, from popular titles such as Pokémon, Dungeons and Dragons, and Minecraft to more niche games such as survival games, farming simulators, RTS, indie, and old games. He lives at home with his wife, two cats, and two ferrets and loves various forms of art. He loves to draw, write, stitch, sculpt, and experiment with various media. Find him on his blog for a better look.