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D&D: 10 Things Every New DM Should Know | CBR

Every Dungeons and Dragons game needs a Dungeon Master, someone to guide the players through the story, adjudicate the rules, and play the people and world that the player characters will encounter. Lots of players get intimidated by the idea of running games of D&D, but it is one of the most rewarding things a fan can do, even if they only try it once.

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Not only does it provide a new experience, but it also helps players get better on the other side of the screen as well. Learning to DM can be overwhelming, but there are several key factors to consider when embarking on the Dungeon Mastering journey.



10 It Takes Time To Get Good


A group of adventurers in a D&D party around a campfire

Running D&D is a skill like any other, so it is going to take time to improve. Any DM just starting out will hit some roadblocks, and that’s ok. No amount of preparation can make up for experience, and a new DM’s first game will probably have some problems. But the only way to improve is to do it, so its important not to get scared off. With enough time, anyone can learn to be a great DM.



9 Start Small, Build From There


DnD Tavern Planning

Lots of first time DMs will want to try their hand at a huge, sprawling campaign. This is understandable, as it’s easy to get excited about tons of new and cool ideas. While this can work, it can also be a recipe for disaster. Running an overarching campaign and the fiddly, session to session details of DMing are, in many ways, two seperate skills. It’s important to develop the basics before tackling something huge, as this will help to avoid DM burnout.


8 Listen To The Players


It’s very easy for new DMs to get in their own heads about things, especially if they are trying to acount for every posibility. But truly succesful DMs communicate with their players just as much as, if not more than, they come up with ideas themselves.

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Listening to the player’s desires, and the desires of their characters, will help the game flow and prevent railroading, a common mistake for first-time DMs.


7 D&D Should Be Cooperative


dnd party looming over a glowing treasure chest

Much of the common D&D wisom holds that the DM is responsible for making up most of the story, the world, the NPCs, as well as for coordinating sessions, finding players, and more. This is fine for people who have a lot of experience under their belts, but it can be overwhelming for first-timers. Inviting players to collaborate on worldbuilding, invent setting details, or even help with some of the logistics, can help take some stress off the DM.


6 There Are Other Games


city-of-mist-rpg-artwork Cropped

At the end of the day, D&D is just one of thousands of roleplaying games out there. D&D is really good at providing fun character options and engaging combat, and it is benefited by being the most well known game by a wide margin.

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But if D&D doesn’t work for a DM or the group, there might be another game out there that does. Playing other games and getting a sense of other roleplaying styles can also really help a DM improve.


5 There Are Lots Of Ways To DM


dnd elf fighting a chuul in a cavern

There are as many ways to run D&D as there are DMs. Some play pretty fast and loose with the rules, while others prefer to stick to the rules as written. Some like to prepare every little contingency, while others prefer to roll with the punches. There is no one right way to play, and new DMs should experiment to find what works best for them. Like with everything in D&D, other players should be consulted, as the DM’s style affects the entire table.


4 It’s Important To Set Boundaries


DnD Celestials

Just as with any social engagement, it’s important to set boundaries in a D&D game. This can take several forms, including about the content in the game and the broader social contract of getting together with the players.

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All players should feel comfortable saying what kind of stories or content they are interested in, or not interested in, exploring during the game. More broadly, first-time DMs should feel like they can ask players to, for instance, reign in their impulses to push against the boundaries of the story or question the rules decisions. This can help them learn in a more controlled environment.




3 DMs Don’t Need To Be Players First


DnD Wizard Art

Lots of DM advice will suggest playing as a player character before starting to DM. While this can be helpful, it is far from a requirement. Sometimes a brand new group wants to get into the game, and they won’t be able to wait until someone has some experience. It’s fully possible to jump straight into DMing, though it might requre a little bit more time to get fully comfortable with the rules.


2 Look For Inspiration, But Don’t Hold To A Standard


Critical Role Dungeon Master

There is a wealth of inspiration and role models for prospective DMs, as there are now more D&D streams, shows, and podcasts than ever before. Some of these are run by truly stellar DMs, and looking to this kind of content is a great way to learn how to DM. That being said, its important not to hold to an impossible standard. These shows are often heavily produced, edited, and the product of years or decades of experience. Newer DMs shouldn’t feel like they can live up to that on their first go.


1 DMs Get To Have Fun


A Gnoll Shaman Summons multiple Spirit Companions

Dungeons and Dragons is a game, and games should be fun. While DMing can be stressful, it should also always be fun. If a player finds they are not having fun running the game, they should address that problem as soon as possible. This might mean changing up their style, adressing some issues with the other players, or even not DMing any more. DMing is an incredibly fun part of playing D&D, and new DMs should do their best to keep it that way.

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