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how to become a dungeon master

You have fallen in love with Dungeons and Dragons. But how to become a dungeon master — those seemingly all-knowing wizards that run the show? Well, we have news for you. It is much easier than you may think.

Falling in love with DnD

Dungeons and Dragons seems to be everywhere nowadays. Maybe you were given a polite shove in the direction of a DnD stream such as Critical Role, High Rollers, Acquisitions Incorporated or one of the other brilliant ones out there. Or maybe the Netflix series Stranger Things was the first you'd ever heard of DnD. Regardless of how you stumbled upon it, you want to give it a try.

Image courtesy Critical Role
The smash Twitch-streamed RPG game known as Critical Role is directly to blame for much of the current interest in DnD.

Now you need a DM …

So you have a few others who want to start playing, too. Then, you all realize there's one rather important thing you're missing – the Dungeon Master! You HAVE to have a Dungeon Master. It's absolutely essential. They narrate the story, play multiple different NPCs and monsters and are the person in charge of making sure everyone follows the rules. But where you could possible find such a person?

[SPOILER ALERT] Here is the best kept secret in the DnD community …

Anyone can be a dungeon master. Yes, you can do it — even if you have barely ever even played the game. Are you going to be good at it, at first? No, you most likely will not. But you will be good enough for a group of brand new players.

Top Ten Tips — How to Become a Dungeon Master

1) Get your hands on the right material

Get the official Player's Handbook (PHB), either a digital version or hard copy. If you only buy one thing, this is what you should get. Whether or not you actually move into DMing, as a player you are still going to want and need this. Get it.

Beyond the PHB, you might wish to consider the "starter set" — which contains a rulebook for levels 1-5, five pre-made character sheets, a set of dice, and an "adventure book" called Lost Mines of Phandelver (LMOP). LMOP is an excellent and widely used campaign for beginners and veterans alike. The "essentials kit" is also very helpful for beginners. You can hold off on the full Dungeon Master's Guide at first. Wait until you know for sure that you want to become a dungeon master before you grab that.

2) Watch some actual sessions

If you've never seen a D&D session in action, you should definitely watch a few. Twitch is great for this. It will important to see (and hear) how an experienced DM operates and thinks. But please keep in mind most of the DMs you will be watching have years of experience. No one will expect you to run your first session anywhere near as well as they do.

Also head over to YouTube, where you can find some amazing DM tips videos. Some of the best ones include "GM Tips with Satine Phoenix" and many episodes by Matt Colville.

3) Run a "session zero"

Schedule a time for everyone to get together and talk about the ground rules and find out if there are any topics that your players might want to put "off the table." For example, are player vs player scenarios allowed? Such a session lets your players know what kind of campaign you'll be running. Is it more combat heavy? Are you hoping for a lot of role-playing moments? Are you laying out puzzles?

Image courtesy New Line Cinema
Yes, you actually borrow a few ideas from your favorite films to help you with a campaign. Just don't get carried away.

4) Borrow ideas from your favorite fiction

There's nothing wrong with borrowing situations or loosely basing NPCs off of books you've read or films you've watched. Chances are, if you liked the book/movie, others with like it too. These inspirational ideas can especially help if your adventures find themselves in situations that are outlined in the game module you are using.

5) Be prepared

For the main story, prepare your stuff ahead of time. There is usually at least a 50 percent chance your players will get up to some shenanigans. But at least you'll be prepared for the direction they are supposed to be heading in. Preparation will make it a bit easier to steer the party somewhere near that point. I try to do a recap at the start of the each session just to remind everyone what goal they're supposed to be heading towards.

6) Let them go off the rails

If and when all your planning goes out the door, don't stress. Some of the funniest moments in a campaign can happen when things go off the rails. Remember, no one likes to be railroaded. Players are there to be able to explore what is possible in an open adventure. Don't block the road. You can gently remind everyone of the immediate goal. But don't get in the way of genuine fun.

7) Try not to say "no"

Your players are going to try weird and wonderful things that neither the Player's Handbook or Dungeon Master's Guide will have prepared you for. If it is in the realms of possibility, then why not let them have a bash? If someone wants to bite a dragon, let them. They will most certainly learn from the experience. As the DM, you can look at what it is the player is wanting to do and set the difficulty appropriately. You can ask them to make an ability check, if appropriate. Or, if it's in combat, you can let them know the attack will be at disadvantage.

Image of courtesy of Wizards of the Coast
Go ahead … let them try.

8) Recognize the impossible

There are going to be times when players try to do something that is … impossible. Or they will forget they are doing one thing while trying to do another. (You can't fire an arrow while holding onto a rope.) You will need to remind them of what they're doing. And you need be straightforward when something just isn't possible. But don't just say "no." Explain why it's a no.

9) Keep combat engaging

Despite all the role-playing, combat in DnD is still just rolling dice and hoping for a high number. Not particularly exciting. Describing the ranger's hit as "the arrow strikes the goblin's collar bone, and the goblin cries out in pain as black blood starts to trickle from the wound" keeps the players a lot more invested than "okay, four damage. Great. Next up." And go ahead and do what you can to make combat easier on yourself. For example, if you have four players taking on a squad of at least four goblins, group some of the goblins together. It will simply be easier for you to keep track of everything.

10) Have fun!

It's a game. You may be running things, but you are entitled to be having just as much fun as your players. If you can bring something fun, or funny, to the table, do it. Make up some goofy NPCs to mess with your players. Or throw in some goodies that you want to see in the game. It's totally fine to make yourself happy as long it is not at any player's expense.

Part of making sure you have fun is giving yourself the time you need to do what you want to do. There is nothing wrong with saying "Can you give me minute to check something? " No one expects you to have all the answers. Reminding the players you are just a DnD fan like they are will help them relax too. Go at your own pace. Before you know it, you'll be rocking sessions like a pro!

Drippit contributor Sarah Elle began DMing for DnD after only three sessions as a player. She's been going strong for the past five years and now has thousands of sessions under her belt.

— Drippit editor Carla Bumstead contributed to this article.

how to become a dungeon master

Source: https://drippit.com/2021/05/01/how-to-become-a-dungeon-master-its-not-as-hard-as-you-think/

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