Ten Principles for Dungeon Masters in Dungeons and Dragons

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This guiding philosophy has helped us run great games. We hope you find them useful and inspiring too.

1. Know Your Players (3:37)
2. Be Consistent and Fair (6:49)
3. Foster a Positive Environment (8:29)
4. Use the Rules as a Tool (10:50)
5. Know When to Roll the Dice (12:31)
6. Keep Track of Time (15:45)
7. Be Prepared... To Improvise! (18:00)
8. Be Forthcoming with Information (21:32)
9. Embrace Player Creativity (25:19)
10. Principle X (29:50)

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Our principles are by no means an exhaustive list of all the great tips and advice you can rely on to run better games, and we only could touch on each so briefly! We'd love to hear YOUR principles for how YOU run great games, too!

We have a LOT more to say about improvisation, game prep, managing social issues at the table, and using the rules well. If you'd like to hear us talk more in detail about one of these principles and the tips and tricks that go along with it, please leave a comment to let us know!

DungeonDudes
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Most of these principles are the same ones I was taught to become a teacher. They work for a lot of circumstance, not just D&D.

gnomad
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DM: "You come to a bridge with a man standing on it."
New Player (joking to the other players): "What are the chances it's actually like, a demon or something?"
DM: "As you approach, the man holds out his hand and says, 'One gold and you may pass. Refuse and I'll turn into a Balrog."
New Player: "Uh-huh, right."
Other Players: "Dude...he's got a Balrog figure."

This has since become a common encounter. We always pay him.

Bueyedwof
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You guys touched on the video several times but I think it deserves to be its own principle: never lock content behind a single die roll, or make problems that only have a single solution. I've seen games grind to a halt because of stuff like this and it's frustrating for everyone.

One more I might add: never take away a player's agency. I don't like to describe how player characters feel, or narrate them doing something that they didn't explicitly say they did.

_bats_
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love the empty boot. i had a tea pot in a witches house. they expected it to be magical so i let it magically brew the most refreshing tasting tea. didn't have any mechanical benefit but they kept trying to find out what it did

stevehoyle
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1:00 0. Have fun
3:37 1. Know your players
6:48 2. Be consistent and fair
8:28 3. Foster a positive environment
10:51 4. Use the rules as a tool
12:30 5. Know when to roll the dice
15:53 6. Keep track of time
18:00 7. Be prepared...to improvise
21:31 8. Be forthcoming with information
25:00 9. Embrace player creativity
29:50 10. When in doubt...add an explosion

wescbaker
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This reminds me of something it says in the DM Guidebook. It mentions how the DM's goal isn't to beat the players, or help the players. Their goal is to create a memorable experience. They "Win" when the players have fun, and when the players are smiling.

nettogames
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When your players do something random and get an awesome story out of it and think you are a master of improv, but it was actually planned all along and they have been on the rails the whole time. ILLUSION 100

NoName-ymzj
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Hi guys! I’m an experienced player and a new DM who just started a mix of my own adventure with "Out of the Abyss". So, I wanted to thank you for all the DM tips on this channel, which are REALLY smart and helpful. I also find your style rather clever and funny, thanks for not falling into the Demonweb Pits of idiocy nor vulgarity.

So, keep up the good work, and if you ever visit Russia, the beer's on me! ;-)

vladimiregorov
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I love when (as a DM) the players choices ruin my gameplan. When the players decide to go against what I am trying to do (pre-planned story line) and forces my mind to go into automatic-improv! After all, improv is what the players are doing..
I’ve had a few groups where I could go in blind, and come out with a thrilling game and the urge from everyone to come back ASAP to continue the story (giving me time to polish up a good ending). Success from everyone contributing.
Even once, when I thief stole a weapon and just half-heartily joked “I bet this thing is cursed” (poor cursed weapon), made everyone more intent on figuring out how to remove the curse (none had the spell). Just that change, from one player cracking a stale joke - created an entire campaign of sorts. To this day, there are still inside jokes told of some of those player-created campaigns/multiple sessions.

ndowroccus
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How is this channel not bigger? Started watching some videos that popped up on my feed yesterday and I already love the content and attitudes!
Also I am a first time DM (on a formal setting anyhow) and love all the tips and ideas you guys share!

TheDefirion
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Wish I'd had this video back in the 80's >.<

noeldacosta
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Guys, seriously, I've been playing tabletop rpg for some years from now on, and for a couple months I've started reading the d&d core books so I can become the DM. You guys are amazing, always explaining everything in the best way possible and also presenting to us so many different things to improve our social experience as well as our RPG skills. Thank you so much for this channel. And see you next video!

cavalcantineto
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Great tips! Thank you for sharing. The point on preparing problems and not solutions spoke to me especially. I remember one game where a player wanted to light some rubble on fire to smoke some baddies out and my response was ‘no, that spell doesn’t work that way’ - partly because the spell didn’t mention lighting things on fire and partly because my gut reaction was that it was ‘too easy of a solution’. After contemplating the situation after the game I realized how bad of a call that was, that basically stifled my players creativity. The next time I met my players I told them what I had realized and ’fessed up to having made a bad call.

johnekare
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Also on improvising don't be afraid to say you didn't prepare that, esp as a new DM. I am running my first campaign and week one my players wanted to keep going past what I prepared. I told them "You see completely darkness down the stairs almost as if god had not yet created the next room" which got a laugh. Then we have a choice. 20 min intermission or leave off here. It had been over 3 hours so everyone agreed it was a good stopping point.

goblincleric
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Yeah I did the whole "What if there is a" one of my players said not too long ago.
He stumpled upon some random pretty weird traveling merchants.
Now I hadnt really planned anything special with these people they were just there to make an otherwise slightly uneventful travel less boring.
My player however though they were weird and started asking questions about special good or interesting items they might have stumpled upon in their travels.
Minutes later he had one of the most important items I have created for this game in his hands after having tradet A LOT of his other items for it.
Best part is. He has given so much for this item and find it super interesting so no way he will just throw it away.

bibbobella
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Something that really grinds my gears is when fellow players just say "I roll for (for example) Arcana" instead of describing the actions they are taking and letting the DM decide when a roll is called for and which one. A typical example is also "Oh yeah one time I did this thing with this guy-" "INSIGHT CHECK!" instead of just "This seems a bit suspect. Do I believe them?"

adriannelson
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I just found this video while preparing as a new DM. It's super helpful! You got yourself a new subscriber.

tristanlapoint
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This channel has been really really helpful. After 35+ years since DMing D&D 2e, I was really daunted getting traction to get started. Back in the day there just was few examples to draw from. I feel ready and excited to get a party going and knowing that there are resources I can leverage from. Thanks to the Dungeon Dudes!

ericmeinke
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I would say, it's not only fun, why we play games – it's more broad that that: Experiencing intense emotions.
Surprise and even "negative emotions" can be what we strive for in our play-sessions.
Because in the end, even a sad story can be an memorable experience enriching your life.

Fjuron