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- What I learned Being a Dungeon Master for 40+ years...
What I learned Being a Dungeon Master for 40+ years...
What I learned Being a Dungeon Master for 40+ years...
AD&D Unearthed Arcana
One of the first things many people say about being a dungeon master is, “Well, it's hard to be a dungeon master.”
What they mean by this, is typically time-based. What they’re saying is, “It’s hard to find the time to be a dungeon master.”
This lack of time is about preparation and dedication. Because they think it takes a lot of time to craft a compelling storyline and to come up with novel ideas the players will like.
It’s true that it’ll take time. But, what doesn’t require time?
If you enjoy role playing, if you enjoy ad-libbing, or acting, then being a DM is actually a great way to practice and express that part of yourself.
And isn’t that worth some of your time?
The Dungeon Master is a Player Too
It’s not trivial to think about how long it can take you to build something cohesive, inspiring, and intriguing for your players. I get it.
However, you have to understand that Dungeons & Dragons is a game. And as the dungeon master, even though you don’t have a character sheet, you do play the parts of the non-player characters (NPCs).
So, as the DM, you are a player too.
As a game, Dungeon & Dragons should be fun to play. And everyone who plays it, should be having fun. And by “everyone,” that includes you, the dungeon master. Don't forget that.
Think of it like this: you're exploring your game world as much as your players.
And you can look to them for ideas, because they will do the unexpected. And no matter how much you prepare, you'll have to think on-the-fly. Their actions will require you to ad-lib and you will need to make things up. Things you could have never prepared for anyway.
Strong campaigns are always built over time. So, knowing exactly when and how it’s built doesn’t matter. What matters is having fun while it’s being built.
As long as you know the basics of the rules, and have the essential tools, you will create a strong campaign for you and your players.
Remove Rigidity
I’m not going to lie. As a DM, you will have setbacks. You will stumble, but that’s normal when you're learning.
If you've ever learned how to ride a bike you know that you can't do it on day one unless you're really lucky. It takes time to train your body and your mind to work together to balance a bike.
And the older you are, the longer it’ll take.
As you grow older your mind changes. Your brain is very malleable between the ages of 2 to 7. At a young age your brain is learning and transforming itself in ways that are unimaginable to what you can experience as an adult.
So, being an adult means trying harder to find that experience.
Typically, when you get to grade school, your creativity will dwindle as you become integrated into the educational system. Home-schooled children may have more opportunities for continued creativity, because its teaching methods fosters a less rigid approach than institutionalized learning.
As you grow older, you are less likely to break from the status quo because you've been directed to be a certain way. To be a certain type of individual in society. To acquire a “major“ in college, to help prepare you for a specialization in the workforce after graduation.
But you can break free of all that when you're a dungeon master.
As a DM, you’re literally creating a game world for your players to explore. So when you’re at the table, be as loose and free as possible. Let go and don't think so rigidly about rules because you already follow tons of rules in the physical world.
Your Imagination is Your Sharpest Tool
Let the world of imagination be your playground, science lab, and fortress of solitude.
Dungeons & Dragons is a part of a multiverse where your unshackled creative spirit roams free. It's about having fun and exploring new ideas, being curious, and crafting stories that you want to experience with your players.
It’s going to make your life as a dungeon master a lot simpler if you approach it with a calm mind and coming from a direction of fun.
So that is my number one tip for you if you are playing Dungeons & Dragons. Let it be fun.
And, if you're not having fun while playing D&D, then you're doing it wrong. And you will know that when it happens.
But if you’re not having fun, you’ll be able to fix it. And the way to fix it, is do the opposite of what you're doing.
So if you are the type of dungeon master who's a real stickler for the rules and immediately say “no, you can’t do that,” you’ll break the natural flow of the game.
Now I'm not saying you should let your players do whatever they want, because then that wouldn't be fun for anyone.
You need to keep it realistic within the bounds of the game, but feel free to explore new ways for everyone to explore the game world. Think about what your players are asking and discuss it with them before making a final decision.
And it will become very natural for you and your players, by creating an open and honest gaming experience for everyone to enjoy.
And all of it will be time well spent, no matter how much time it takes.
Happy gaming, fellow dungeon master. Thanks for being here.
-Joe
P.S. I have lots of exciting new content coming up. Including:
Why I Hate Spell Slots
What Is D&D? Game Mechanics Versus Intellectual Property
New Mini-Book: The Essential Dungeon Master
New Monster: The Fearsome Plague Wight! 😱
A Fearsome Foe: The Plague Wight (a new 5e monster) COMING SOON!
Please share this newsletter with your family, friends, neighbors, co-workers, pizza delivery person, and fellow gamers. 👇
Who’s This Joe Guy?
My name is Joe Rapoza and I help dungeons masters become better gamers while learning about the world and themselves. I tap into neuroscience, quantum mechanics, consciousness, time and space, technology, and magic, to bring you the most unique gaming content in the multiverse.
Join me on my endless quest for knowledge and fun using my 3 core tools: curiosity, imagination, and a sharp-ass pencil.
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