Dungeons and Dragonsplayers know the ropes of playing the game. Creating a character, choosing their class, and reacting to the world set before them through the eyes of their character is pretty standard fare. However, those players who graduate to Dungeon Masters have the most significant responsibility when it comes toDungeons and Dragons: creating the groundwork that will make a campaign one that players remember fondly.

There are clear dos and don’ts to being a Dungeon Master. However, it’s in the unwritten rules that true mastery over DM’ing lies. Whether one is afirst-time Dungeon Masteror someone who has DM’d for years, a Dungeon Master has the power to elevate the game and create a truly immersive experience for all involved.

dungeons-and-dragons-series-game-tabletop-franchise

Planning To Roll (a Nat 20) With the Punches

Behind-the-scenes work is where a Dungeon Master truly shines. From readingDungeonsand Dragonsnovelsto seek inspiration for an epic story, to carefully considering who to invite to a campaign, the planning stage can make or break the entire experience. Preparing for aD&Dcampaign can be demanding and time-consuming, but by keeping a few unwritten rules in mind, any Dungeon Master can confidently create something special for their players.

Have a Session Zero

Session zeros in aDungeons and Dragonsgame are often underrated but can be incredibly beneficial for a Dungeon Master. These preliminary meetings are great for aligning everyone’s vision before starting a campaign, whether it’s only a one-shot or a years-long adventure. Common topics to discuss during session zero include table etiquette, world-building, thematic boundaries, party balance, and character backgrounds.

Regardless of whether the game is a playful romp or adark fantasy campaign, the DM can openly share their ideas during the session zero without disclosing key plot points or content details. Additionally, the planning doesn’t have to follow a traditional format. It can involve one-on-one interviews, discussions over Discord, or even Pinterest mood boards that players create as a fun homework assignment. There are no limits to how a session zero can be structured!

Take Notes on Viral Campaigns or Good Stories

The art of storytelling stems from a tradition of sharing ideas, passing them down, and reshaping them. Therefore, there should be no shame in taking notes from the stories that resonate the most with a vision. Some Dungeon Masters may take the auteur label seriously, and they certainly should to ensure they produce thebest Dungeons and Dragons campaignpossible. But sometimes DMs need help. Taking inspiration from a popular stream, book, or using the skeleton of a pre-existing module can help get those creative juices flowing.

Reflecting on what makes a story effective (or ineffective) is an excellent method for overcoming writer’s block. DMs may think of a book with a plot twist that could benefit from a rewrite, or agame featuring a captivating villainthat draws in players. Whatever elements resonate with a group or a Dungeon Master (DM) should definitely serve as inspiration for crafting a campaign.

Learn That You Are All On the Same Team (Even if it Doesn’t Seem Like It)

Players ofDungeons and Dragonsknow that a game gone south can feel like the Dungeon Master is out to get them. However, a good Dungeon Master must remember that they are only cosplaying as an obstacle to propel a story forward. Anunwritten rule ofDungeons and Dragonsis to immerse oneself in the story, but that is not possible if the DM does not have a plan to strike a balance. A Dungeon Master should be able to provide a good challenge without punishing players. An entertaining encounter is equal parts adrenaline-pumping and survivable, made possible with the right decisions.

And if the party is struggling, and multiple players are on the brink of death through no fault of their own, then a good DM should be able to think on their feet to ensure a party can move forward. This doesn’t mean that deaths or accidents can’t happen—it means that early moves toward danger shouldn’t be an automatic Game Over for the sake of a plot. Level 1 players don’t need to be led to a lair with all ofD&D’s strongest villains. They need an appropriate challenge and someone to look to for help.

The Campaign Made It Out of the Group Chat: Now What?

A Dungeon Master who has successfully assembled a group of players has accomplished a remarkable feat: the beginning of aDungeons and Dragonscampaign. Together, a DM and their players can traverse throughFaerun’s cities(or wherever else adventure awaits) in search of greatness, all thanks to the imagination of a committed DM. Yet, this task in itself can be pretty intimidating, whether it’s a DM’s first or twelfth time steering a campaign. So before gathering a party to venture forth, Dungeon Masters should know what to expect during their campaigns. Along the way, they should also be aware of the unspoken rules that can turn a fun session into a years-long epic.

Keep Paths Open Ended

Writing aDungeons and Dragonscampaigngrants the DM the privilege of knowing the past and present of their story. But the future is entirely up to the players and how the DM helps them navigate it. Players are the vehicle for telling a great story, and they often come up with solutions or paths that were not anticipated during extensive planning sessions. Being ready to adapt to whatever unexpected twists are thrown into a carefully crafted story is just as crucial as setting the scene and preparation.

Give Everyone A Chance to Shine

If a session zero was done correctly, the DM has had ample time to learn the wants, secrets, and wounds of the protagonists. When writing for a campaign, the Dungeon Master should always think of the characters who are interacting with the story. Allowing players to roleplay their hearts out during moments fully catered to them will result in a campaign that is both emotionally satisfying and unique.

Acharacter’s tropesand backstories can all be catered to throughout the campaign to help everyone have their moment in the limelight. Perhaps a character’s oath to their god will come up when visiting a shrine, or maybe missing parents can be a helpful plot device for a plothole. Good players will usually offer storylines brimming with possibilities that are ripe for the taking.

Keep Unexplored Ideas To Yourself

Working hard on a potential plotline or path can be pretty rewarding. DMs spending hoursbuilding a dungeonencounter may grow antsy at the mere thought of the next session. But then, players break the Dungeon Master’s heart by not stumbling onto the planned story beat.

When there is no turning back and no way to guide players toward a missed encounter, it can be tempting for a Dungeon Master to share what the players overlooked. However, DMs with a penchant to overshare might want to think twice. Players who constantly hear about untaken paths may start to second-guess their decisions at the table. While some players may want to genuinely learn more about the route less taken, others may begin to wonder whether the Dungeon Master had rigidity in mind while crafting the campaign. This may result inout-of-character choices, decision paralysis, or even distrust in the DM.

If a DM really wants players to encounter an unexplored idea, they should either reuse it elsewhere or make it unmissable. Otherwise, they should stay strictly non-committal to ideas, no matter how cool they may seem on paper.

A DM is Also Supposed to Have Fun

When it seems like the fun of an entire friend group rests in their hands, it’s easy to see why a Dungeon Master may start feeling overwhelmed. However, they are just as important as their players, and they should have as much fun as they do while playing. Being a Dungeon Master is seeing art in motion: watching engaged participants interact with a story to make it their own. Like a true artist, a DM lays down the sandbox in which characters come to life. Characters may perish, fall in love, or relish in the joys of found family with their party. ThebestDungeons and Dragonsgames and storieshave a little bit of everything in them. Whatever the result, the Dungeon Master should always keep this nugget of information in the back of their mind: none of this is possible without them.

Dungeons and Dragons

Created by Gary Gygax, Dungeons & Dragons is a tabletop game in which players craft their own worlds and band together to take on adventures through mysterious realms outlined in companion materials. One of the best role-playing games ever made, it has been adapted into a variety of video games and other media.