A Beginner’s Guide to Sliding into DMs (Dungeon Mastering)

So, you’re thinking about becoming a Dungeon Master (DM)? Maybe you’ve been captivated by Critical Role or another live stream and want to try your hand at it. Perhaps you’ve been a player for years and are ready to see things from the other side of the screen. Or maybe the DM role has been thrust upon you because no one else volunteered. Whatever the reason, you’re now wondering how to navigate the world of Dungeon Mastering, and maybe you’re feeling a little anxious. Don’t worry, this beginner’s guide is here to help. If you’re an experienced DM with tips to share, please contribute to this guide, creating a comprehensive resource for new DMs.

Here are nine essential tips for new DMs, followed by a curated list of recommended YouTube channels, D&D blogs, and other helpful resources.

1. Rule Zero: The DM’s Word is Law – This “rule” is often cited, and it can initially seem authoritarian and counterproductive. It’s crucial to understand that your role as DM isn’t to be an adversary to your players. Instead, you’re a facilitator of a collaborative storytelling experience, responsible for managing NPCs, monsters, traps, and plot elements. Rule Zero simply means that you have the authority to interpret the rules and adventure text. If a rules question arises during a session, you can either halt the game to consult the rulebook (and potentially debate the interpretation with the players) or make a ruling on the spot to maintain the game’s momentum. Opt for the latter. Clearly communicate that you’re making a temporary ruling and will clarify the rule later. After the session, research the rule and adjust your interpretation accordingly. If you made a mistake, don’t worry. At the next session, inform the players of the correct rule and explain how it will be applied in the future. The same principle applies to published adventures. If you misinterpret something in the adventure, it’s not a problem! You can retcon it or modify the story to accommodate the mistake. The written adventure is merely a guideline, not a rigid law. Embrace Rule Zero and make the adventure your own.

2. You Don’t Need to Memorize Every Rule! – This point is an extension of Rule Zero, but it’s essential to recognize that you DON’T have to memorize all the rules in the Player’s Handbook (PHB), Dungeon Master’s Guide (DMG), and Monster Manual (MM) before you can DM effectively. As long as you and your players are familiar with the core rules of the game, you’ll be fine. You’ll gradually learn more rules as you play. Each session provides an opportunity to practice and refine your skills. Before long, you’ll be confidently correcting others online! Remember, you don’t need to read the entire DMG before you start DMing. Much of the 5e DMG covers world-building, which is unnecessary if you’re using a published adventure (which is recommended for beginners). Focus on skimming the sections about encounters and environments, traps, and treasure. Don’t bother reading the entire magic items section; just browse for items that pique your interest.

3. Establish Table Rules – One of the most challenging aspects of running a D&D game (or any RPG) is creating a positive and inclusive environment for everyone involved. This can be especially difficult when playing with strangers (online or in a store), younger players new to the game, or even your regular group of friends. Remember that Dungeons & Dragons is a game, and the primary goal is for everyone to have FUN. If you’re not having fun, something needs to change. To ensure everyone has a good time, create a list of table rules and distribute it before the first session so everyone knows what to expect. Encourage players to ask questions about the rules and your DMing style, and be respectful of their inquiries – avoid making them feel foolish for asking something you consider obvious. Dungeons & Dragons is an inclusive game. Everyone at the table should feel welcome and safe. Some examples of useful table rules include:

a. Zero tolerance for racist, homophobic, transphobic, or otherwise prejudiced remarks, jokes, or threats. Period. No one should be made to feel unwelcome or uncomfortable.
b. No in-party conflict. Unless everyone is comfortable with player vs. player (PVP) interactions, prohibit them from the start. No stealing from each other or fighting each other unless all players agree. Even if a few players are okay with it, it can make others uncomfortable.
c. No bullying, whether in-character or out-of-character. If a player has an issue with another player outside the game, don’t bring it to the table. If those players can’t resolve their differences independently, they shouldn’t participate in the same game unless they can leave their baggage behind.
d. No rules-lawyering. A rules-lawyer is someone who knows (or believes they know) all the rules and constantly corrects the DM and other players. Don’t be a rules-lawyer. If the DM needs help with a rule, they can ask the rules-lawyer for assistance, but otherwise, keep your rules-lawyering to yourself.

These are just a few examples of table rules. Feel free to add more, but remember, the goal is to ensure everyone has fun.

4. Start with a Published Adventure – If you’re new to DMing, avoid creating your own epic world from scratch. Instead, begin with a published adventure where everything is pre-made. This will demonstrate how an adventure is structured and simplify your preparation process. It’s strongly recommended that you read the entire adventure at least once before preparing for your game. While reading, search online to see if other DMs have run the adventure and if they have any advice on how to run it, what to change, etc. Check YouTube for videos of groups playing through the adventure. There are many excellent introductory adventures available on DMs Guild, some of them for free. The adventure included in the D&D Starter Set, “Lost Mine of Phandelver,” is an excellent option for new and experienced DMs and players alike. You can purchase it online, and it includes valuable Basic Rules for quick reference.

5. Take Notes! Lots of Notes! – Whether you use a physical notebook, a Word document on your laptop, or an organizational tool like Microsoft OneNote (free version available), take copious notes. Before the session, make bullet-point notes outlining your expectations for the session. Note any special abilities of upcoming monsters that you need to remember. During the game, record details about any NPCs you create on the fly or things the characters do or say that you can use for future story ideas and encounters. The more notes you take, the more material you’ll have to work with.

6. NPCs (Non-Player Characters) – Create a list of NPC names that are common in the region the player characters (PCs) are in or for the races they might encounter. During the session, if they encounter an unexpected NPC, you can quickly choose a name from your list. Be sure to record the name in your notes for later reference! It’s more immersive for players if the people they meet have names rather than being referred to as “Bartender #4” or “Generic Old Woman.” You can also keep a list of NPC characteristics handy for similar situations (e.g., “Smokes a purple pipe,” “Has only one eye,” “Likes to say ‘Wot!’ at the end of every sentence,” “Fidgets with a dead rat.”).

7. Voices – Don’t stress about voices. While they can add flavor and color to encounters with NPCs and villains (like Matt Mercer on Critical Role), not everyone is comfortable using them, and that’s perfectly acceptable. If you enjoy using voices, go for it! If you’re nervous about it, that’s also fine. There are other ways to convey the character of an NPC or villain without using an accent or unusual voice. You can use hand gestures or change your facial expressions. If you’re playing in person, stand up from your chair and adjust your posture. You can also vary your speaking speed, speaking slower or faster than usual. Try speaking in a deeper or higher voice than normal, or try a gruff, mean, or happy voice. You can create character without using accents. If you want to learn accents, watch videos on YouTube and practice along with them, but don’t get bogged down by it. If the story is compelling, the players won’t notice the absence of special voices, and if the story isn’t good, the voices probably won’t save it anyway. 😉

8. Preparation – When preparing a published adventure or creating your own, there are varying opinions on how much time to spend prepping. Some DMs prefer to have every possible detail worked out in advance, while others make everything up as they go. Find the method that works best for you, but generally, you should make bullet-point notes before each session to have at least a general idea of the encounters that might occur, the NPCs the PCs might meet, and where you want the story to go. Just remember, if your players can go outside the box, they will. There will always be times when the players do something unexpected. THAT’S OKAY! Roll with it! If possible, improvise and make it seem like you were prepared for them to do that, even if you weren’t. If you’re uncomfortable “winging it,” calmly call for a brief pause for snacks or a bathroom break and take a few minutes to decide what to do next. Don’t panic; it will be okay.

9. Miniatures or “Theatre of the Mind” – You may have heard that you must choose between using miniatures on a grid/map or using “Theatre of the Mind” (TotM), where you describe the action and everyone imagines it. Both have pros and cons, and personally, I prefer to use whichever works best for a given encounter. Some encounters (in my opinion) require a map and miniatures or tokens because the battle is complex, and the players need to see how everything relates to everything else. Other times, a simple encounter can benefit from TotM to maintain the flow of the game without pausing to set up the map. When using TotM, don’t worry about precise distances. Give your players a general sense of their position relative to each other and their opponents, and “guesstimate” distances as things change. Can the fighter run up to the bugbear and hit it this turn? Sure, go ahead!

RESOURCES

(Please note: The original post included website, blog, YouTube, and podcast recommendations here. To avoid outdated links, I recommend searching for up-to-date D&D resources on your own based on the keywords below.)

Keywords for finding resources: D&D 5e, Dungeon Master Tips, RPG Resources, D&D Podcasts, D&D YouTube Channels, D&D Blogs.

This beginner’s guide is not exhaustive. If you have a valuable tip or resource for new DMs, please share it! I hope this guide is helpful to you.

Remember, we NEED more DMs! Without DMs, there is no D&D.

Comments

No comments yet. Why don’t you start the discussion?

Leave a Reply

Your email address will not be published. Required fields are marked *