New to being a dungeon master or game master and not sure how to get better? Been doing it for a while and still don’t feel like you know what you’re doing? Well, we’ve been there. In fact, all three of us were the DMs the very first times we played, and it’s been a long, strange ride ever since. From getting comfortable with your material to avoiding over-prep, here are 39 things the 3 Wise DMs wish they knew when they started running role-playing games.
Along the way, we’ll talk about how players interact with the DM’s creations and reveal how we’ve felt playing through each other’s games.
1:00 When do you stop feeling like a “new” DM?
3:00 Tips #1-#4: Be prepared … but not too prepared
14:00 Tip #5: Don’t say no, determine difficulty
18:00 Tip #6: If you want to be a good DM, try to play as a PC, too
21:00 Tip #7: Embrace the players’ character inspirations, they can do a lot of the creative work for you
23:00 Tip #8: Keep your first adventure tight and know the room — what do your players want out of the game?
25:00 Tip #9: Set an expectation you’re comfortable hitting.
26:00 Tips #10-#15: Thorin’s 6 Steps to building your first session in a new campaign
34:00 Tip #16: Try to play every game like it’s your last. Bring the big, fun, memorable things to the table today!
35:00 Tip #17: Steal smart: Grab something pre-published for your first game
40:00 Tip #18: What kind of memorable encounter can you throw in there?
41:00 Tip #19: Don’t start by building a town — it’s a trap!
42:00 Tip #20-#25: Adjusting on the fly
52:00 Tip #26-#27: Encounter building rules of thumb
55:00 Tip #28: If your players introduce a potential plot idea that you like, act like it was always there
58:00 Tip #29: Don’t be afraid to modify book modules to fit your ideas
60:00 Pros and cons of building your own worlds/kingdoms/towns/dungeons
66:00 Tip #30: Your world-building details only matter when they impact the party
70:00 Tip #31: Don’t cut the things that make it fun for you to be the DM
74:00 Final Thoughts: Tips #32-#39