Maybe it’s just because of how new I am to tabletop roleplay games but, oh man, I can’t even begin to get my head around what it takes to be a Dungeon Master. DMs, for the uninitiated, are effectively the players who run any given tabletop campaign (Dungeon Master is a term specific to Dungeons & Dragons but the concept, commonly known as a Gamemaster, is prominent throughout the medium).
The rest of the players play as characters navigating a journey and world laid out by the DM. It’s a gargantuan responsibility that often requires significant preparation ahead of games. DMs build out the world, story, and lore that their players navigate and have to do so in a way that leaves the game defined enough to play through but malleable enough to allow for diversions, for the choices players make to have consequences and narrative ramifications.
It seems pretty damn hard.
A DM can make or break a game. If they don’t handle the responsibilities well it can doom a campaign before it ever gets going. But if they rise to the challenge, a great DM can elevate the experience of all of the players. They can tell incredible stories through an unlikely medium and create bonds between players that transcend the game.
At Dungeons & Dragons Live 2019: The Descent I had the pleasure of seeing a number of stellar DMs run short games for some of the players in attendance. From Critical Role’s Marisha Ray to actress Debora Ann Woll (who seriously impressed during the Relics & Rarities show), each DM brought something unique to their game and to the craft of performing Dungeon Master duties. It inspired me to ask a few attendees of the show what they value in a DM and what traits make for a truly great one. The answers provided a great deal of insight into what makes for a truly special Dungeon Master — and what you should do in order to give your players the best experience possible if you ever find yourself wanting to give it a try.
Greg Tito (PR, Wizards of the Coast): I think what makes a great DM is listening to your players. Oftentimes DMs feel like they have to tell the stories over and over again and talk through what is happening, which they do, but my favorite moments as a DM are when I’m doing nothing, listening to my players, allowing them to have conversations and have as much fun as possible. One thing that’s crucial though is Dungeon Masters listen and then they react.
Stephen Wark (Ludia Games, Warriors of Waterdeep): Being able to read the table and spin the best disaster story around a critical failure, or encourage the players to spin the best description out of their critical hit.
Surena Marie (Podcaster – Dungeon Rats, Rivals of Waterdeep): My favorite DMs are ones with high amounts of empathy. They are able to understand the energy at the table and lean into the fun of a particular session. They also hone in on what players find important in the game for their characters and are unafraid to explore heartfelt, dramatic or intense moments by bringing those ideas closer to the surface.
Todd Stashwick (Actor – Kim Possible, Supernatural): A good DM plays the players and not the rules. When you’re DMing, read your table, make it fun, play the story without white-knuckling the rules as you do. Let the rules guide you and keep you honest, but don’t be burdened by them. Have it be about the story and the characters.
Chris Gates (Wyrmwood Gaming): A good DM is somebody who doesn’t get too caught up in the details or the rules at the expense of prioritizing the enjoyment of the game and the enjoyment of the players. My first experience with Dungeons & Dragons involved a DM who was very caught up on details like, “How many inches of rope are you using?” you know, REALLY detailed stuff that didn’t ultimately matter. And I was like oh, I don’t think I like this game. When I played it later on with people who were more casual I had a lot more fun.
Dylan Wilks (Codename Entertainment – Idle Champions of the Forgotten Realms): I think the greatest of DMs are really really good at listening to their players while they play. Everybody has the stories that they want to tell through their characters and just paying attention and watching your players and listening and taking their ideas, trying to intuit where they might want to go and bring it all in to your adventures. Chris Perkins and Matt Mercer are amazing at it if you want people to learn from.
Paul Shapiro (Beadle & Grimm’s): I think a great DM is someone who is willing to listen as much as they’re willing to talk, someone who enjoys being a part of the player’s story as much as they like driving the story themselves.
Jim Zub (Comic Writer – Dungeons & Dragons, Avengers, etc.): Improvisation. You gotta be flexible. It’s not about you trying to force a story on the players, it’s about the interaction between you and your group. You need to be able to tell what they’re enjoying and then lean into it. But always challenge them. You can’t just give them everything they want. You have to surprise them and you have to entertain them. And part of entertaining them is making them work for it.
Jerry Holkins (Penny Arcade): There’s lots of different approaches to that art form, I think. I feel like I’m doing it as well as I can do it the more I disappear and let the players basically guide things. I act as a signpost to tell them what options are available. More or less I want to try to narrate the adventure that they’re having in the world that we’re sharing together.
Article plucked from:
https://www.geek.com/culture/what-makes-a-great-dungeon-master-according-to-players-at-dd-live-2019-1788687/
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