Wednesday, September 15, 2021

How to Train your Dungeon Master 101

 So you want to make the LEAP from player to to Dungeon Master....





Here are some of the best tips you will ever find on becoming a Dungeon Master... Sure everyone has theories and think they know what they are doing, but most people are full of crap and useless BS

Am I going to make you the greatest DM ever.. No, but I will give you the tools needed to becoming one. 

What qualifies me to write this? I have trained several dozens of DMs and would trust anyone of them to run any game system for me. I am picky about who I allow to run games for me after several bad experiences in games at Conventions. 

It is an artform and anyone who tells you different is a moron.  

First: The biggest secret is... Not everyone is going to like your game or style. It is OK, we all have different tastes and don't get upset if someone is not happy with you.

(Highlight to Reveal)



I use the Approved Myagi approach to teaching, you may not understand why you are doing something, but then it hits you with the Wax On / Wax Off  moment of understanding. sometimes it takes a boot to the head, click below






NUMBER 1 (This assumes a new RPG system) 

Gather a friend or 2, and make characters.. does not matter what Class / race/ or anything else... The point is to learn how to make them


NUMBER 2  - Run some combat

Pick 1 dozen Monsters of low level, then run a dozen combats with the new characters. This will give you a good understanding of the mechanics and flow of combat. When you have finished with the dozen, you will have learned what works for you and what does not. try to be as descriptive as possible and detailed about where the hits landed and what they did


 NUMBER 3  - Go to the Tavern

Have them enter the tavern and try to find a piece of information on someone or something, or hire someone. This is a prime role playing exercise. Use different attitudes and accents and try to have everyone react differently toward the characters



NUMBER 4  - Run a small adventure

Have them travel to a cave with no more than 10 Rooms and 4 encounters. Give them just enough treasure and small item or 2 of magic. 

NUMBER 5  - Save all discussion until after the game

Do not allow players to argue any rulings during the game, if there is a point of contention, move on and discuss it after the game session and agree how to handle the same thing going forward.  It does not do anyone any good to hash out rulings during the game and every should be adult enough to to accept it and move on.  

(Rules Lawyering 101)


NUMBER 6  - Ditch the Script

Run an adventure with out a written script using only a few notes. This way you learn how to improvise when the player do things unexpectedly (And they will, every time, over and over again). I write for convention modules and when I want to publish or I need a specifically time adventure. but for most of my ongoing games, I just make notes and add them to the lore of the world for later references





NUMBER 7  - Tips

  • You do not get better by watching

  • When you see something that is cool, make a note, use it later


  • You are the manager of Time and Pacing

  • Play with Experienced Dungeons Masters, ask questions after the game

  • Invite experienced Dungeon Masters to play in your games and give you feedback

  • Read, cannot stress this enough.. The more you read, the more you will get ideas to use

  • Watch Movies, pay attention to accents and try them

  • Go Outside on an adventure, get a sense of terrain.

 


The goal of a seasoned Game master is to keep the player guessing at what is coming, even if they know what they think is coming





DISCLAIMER: I do not subscribe to anyone telling anyone how to be a Great Dungeon Master

The best experience for Running any adventure is RUN an adventure. 


There is an ART to being a Dungeon Master. I urge you to discover your own voice and what works best for you. 

And Finally

From The Dungeon Master's Guide, 1st Edition

“It is the spirit of the game, not the letter of the rules, which is important. Never hold to the letter written, nor allow some barracks room lawyer to force quotations from the rule book upon you, if it goes against the obvious intent of the game.... You are creator and final arbiter. 

By ordering things as they should be, the game as a whole first, your campaign next, and your participants thereafter, you will be playing ADVANCED DUNGEONS & DRAGONS as it was meant to be.”

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Additional information can be found at the following Blog post:

Expanding your DM/ GM Skillset





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