How to Run Better Games as a Dungeon Master

dungeon master tips

How to Run Better Games as a Dungeon Master

A good dungeon master focuses on making the game fun for the players rather than trying to win against them. You should encourage player agency and share the spotlight so everyone gets a chance to participate, whether they want to lead the story or just go along for the ride.

When preparing, focus on creating flexible situations instead of rigid plots because your plans will change once the players interact with them. Keep lists of names handy so you can easily improvise characters and places when the players go off script.

Communication is essential for a smooth campaign. Holding a session zero to set boundaries and expectations prevents most conflicts, and checking in regularly with your players helps you adjust the game to what they enjoy.

How to Run Better Games as a Dungeon Master — infographic

Being a Dungeon Master (DM) involves creating a fun and engaging experience for your players by balancing preparation with flexibility, fostering player agency, and ensuring clear communication.

Prioritize Player Experience

You are playing with them, not against them. Focus on collaborative storytelling rather than viewing the game as an adversarial contest. "Your job is not to 'win', but to facilitate a cooperative storytelling experience."
Encourage player agency and creativity. Allow players to try unconventional actions and incorporate their ideas into the narrative, letting them "fuck around and find out (no tpk pls)."
Balance the spotlight. Ensure all players have opportunities to shine and contribute to the story. "Some players like the spotlight. Some players are OK just being present and being passengers. Both are OK."

Effective Preparation and Improvization

Prep situations, not plots. Your plans will inevitably change, so focus on developing flexible scenarios and motivations rather than rigid storylines. "Your plan will never survive contact with the players, and that’s okay."
Don't over-prepare details. Have a general idea of what's around the players, but be ready to improvise when they go off-script. "Prep what matters; improvise the rest."
Keep lists of names and details. This helps with on-the-fly improvisation for NPCs and locations. "Always keep a list of names used in the city/region."

Communication and Feedback

Talk to your players frequently. Discuss expectations, what they enjoy, and areas for improvement. "Ask them what they want, what they like, dislike, what they feel is missing."
Conduct a Session Zero. Establish clear expectations and boundaries before the campaign begins to prevent future issues. "70-80% of the issues in here stem from no expectations being discussed or set from the beginning."
Provide regular feedback opportunities. Follow up after initial sessions to see what is working and what needs adjustment. "Once you've played for a while you can have a second 'session 0' to follow up the first."

Are you planning to run a long-term campaign or a one-shot adventure?

Pros & cons
Pros
fosters collaborative storytelling
allows flexibility in the story
prevents most table conflicts
Cons
requires constant communication
plans can easily be derailed
improvisation takes practice

Best for: people running tabletop games who want to balance planning with player freedom.

FAQ
Should a dungeon master try to win against the players?
No, your role is to facilitate a cooperative story. You are playing with the players, not against them.
How much should I prepare for a game session?
Prep flexible situations rather than rigid plots. Have a general idea of what surrounds the players, but be ready to improvise the details when they go off script.
What is a session zero and why is it important?
A session zero is an initial meeting to establish expectations and boundaries before the campaign begins. Most table conflicts happen because these expectations were never discussed.
How do I handle different types of players?
Accept that some players want the spotlight while others are happy just being passengers. Both ways of playing are fine, so balance the spotlight so everyone gets a turn.
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