Introduction to Dungeon Mastering
Books like the Dungeon Master’s Guide are great at dispensing miscellaneous rules for handling situations that players may wander into. The better ones even offer advice on how to be a better DM regardless of the system. In many cases, dungeon mastering problems stem not from designing an adventure, or creating a campaign, but from simple human relationships.
Just so we are clear, the title of “Dungeon Master” was invented for the original TSR Dungeons & Dragons, and was introduced in the second supplement to the game rules (Blackmoor). To avoid infringement of those original trademarks, and to describe referees in role-playing genres other than sword and sorcery, other gaming companies use more generic terms, like Game Master, Game Operations Director, Referee, or Storyteller. For the purposes of this article, however – when I use the name “Dungeon Master” or “DM”, I am referring to all of these terms.
These tips aren’t based on anything other than the opinions of one man. I have gamed with DM’s at conventions, who I thought were absolutely terrible. Yet, I’ll bet you that their regular players think they are the dog’s bollocks when it comes to running a game. My own regular players rave about my games, but yet I’ve run for people who said “blech” after just a few sessions. I feel that a DM’s abilities are in the eye of the Beholder (pun intended).
You won’t ever be hailed as the world’s best DM. There are no physical awards for DMing that mean a thing other than a fluffed ego. You’re a DM because you want to achieve a balance between your knowledge of the rules and your players, your skill as a storyteller, your ability to improvise and good judgment to bend the rules when needed keeping the highest level of fun possible. And that in itself is a great reward.
Anyway, for those new players seeking to edge up to the role of Dungeon Mastering, here are some of the basics of Dungeon Mastering.
This doesn’t just start at the game table, it starts before it. Have a method for rolling up characters that everyone uses. If there is more than one method, be sure that everyone is aware of it. Few things are more annoying to players than discovering that for years you have been using the Optional Rule X from Obscure Optional Book Y. Sometimes this rule is merely important because players inflate their ability scores. A simple house rule that all rolls must be made in front of the DM can absolve that problem. While it’s funny to read about how Christian and Robert have such awesome luck with the dice and have all 18′s in their attributes, it’s not fun to deal with as a DM.
Have a set time to play and a set time to end. While the free for all game that runs for sixteen hours is fun and certainly memorable, many people have set hours at their jobs and can no longer enjoy such lengthy times. Try to set up the game at the same time so that everyone can make it on a consistent basis.
Be Truthful
Players hate GMs who lie. Am I saying that an NPC shouldn’t lie? That the DM shouldn’t use every tool in his arsenal to deceive the players? No. I’m saying that you don’t lie to the players. Lie to the characters certainly, but not the players. Sometimes DMs lie to players to avoid confrontation. Sometimes to avoid admitting a mistake. Honesty will insure that the players come to you when they have problems.
One of the worst things that can happen is for the group to catch the DM lying to a player. Some may find no problem with it, but others will start to wonder if he’s ever lied to them or when he will. When such things happen, the gamers usually leave the table quietly by not showing up or leaving earlier and earlier until they are just not there.
Be Plainspoken
I have seen many new DMs allow players to use optional classes or abilities with no problem. I have also seen DMs who feel that these characters are too powerful and simply kill them to avoid having game balance become an issue. Instead of killing a problem character, the DM should have some protocols ahead of time on how to handle a game breaking character. For most, simply telling the player up front that this is a opportunity to play test the character and if everything goes well, no problem. If the player does a great job with roleplaying the game breaking character, the DM should see if there is a way to incorporate the character into the game sans the unbalancing problems. In some instances this could be as simple as changing the character to a normal version of whatever he currently is. A Warlock from Blood and Steel from Mayfair? Make him a Fighter/Mage. A Wizard from Spells and Magic? Strip away the abilities from that book.
In all cases, the DM should work with the player to insure what he’s doing is acceptable. Too many times a DM decides that this character is a game breaker and strips away offending abilities without the player’s consent, assuming that the player will still want to play the character. Often the player feels that the DM is punishing him and stops playing. If worse comes to worse and the character cannot be redeemed in any manner, award the player an experience bonus for his next character and retire the game breaker. If the player is willing, the DM should allow the character to go out with a bang, or to become a foe or the party. Such power, after all, is best used only in the hands of the Dungeon Master! If a situation occurs in the game that isn’t covered, or that the DM is unaware of, he should inform the players of the procedure that will be followed for this occasion, and that he’ll see if there is an official ruling. At the next game session, he should be prepared to tell the players what he’s discovered, and what rules they’ll be using for their game.
Be Malleable
Real life takes precedence over the game. Never punish a character for his player not showing up if there is a valid reason. The character can be used as an NPC, can gather information, come down with a cold, or go missing until the player comes back. If the player is consistently missing games, the DM has a few options. The first is to see if the player would like to move onto another group. Players popping in and out on a steady basis will only hurt a lengthy campaign. Shorter campaigns, or one session games will not be an issue, but for those wishing to run a game on the scope of Fantasy Flight Games‘ Dark Heresy are going to be plagued by the character’s constant problems. A second option is to have the player create a character that is expected to be away from the gaming table. Characters that belong to a guild may often be called away. If the player is able to provide the DM the times that he will not be able to make it in advance, then the DM can even work that into the campaign so that the continuity flows smoothly.
Be Firm
If the DM allows his standards to slide, players will lose respect for him and ask for greater and greater awards. These awards aren’t just limited to treasure and magic items. Take the following example:
Stephen was the DM for AD&D 2nd edition for a year. He managed to finally talk his girlfriend into trying out the game and she wanted to play a Bladesinger from The Complete Book of Elves. Three other players also wished to play the class but Stephen wouldn’t let any of them do so. He felt that such a kit gave out far too many bonuses without any limitations. When his girlfriend wanted to play though, it was no problem. Of course every time things didn’t go the groups way, they would bring it up and Stephen would give a little more ground each time.
If necessary, have a list of acceptable characters, classes, and professions. If playing a point-based system like GURPS or Hero, have a list of abilities and powers with recommended levels and absolute levels. This will save the DM a lot of time in the long run and is well worth the initial time investment. The DM should be firm on everything. If Vorpal Swords don’t exist on his world, then the players will never find one. This also means that they should never fight someone with one.
Be Insightful
The DM doesn’t have to know all of the rules. Does this mean that he shouldn’t read widely? No. Players who feel that their DM is just ripping off the latest episode of Star Wars: The Clone Wars will quickly grow bored and move on. The DM should read not only the multi epic trilogies of today, but speak with older players and ask what they have read and enjoyed. In addition, if funds are willing, read other game systems. Some, like Arms Law from Rolemaster, can be used in other game systems for combat purposes with only moderate amounts of tinkering. When doing such though, remember, warn the players ahead of time, and keep it on a trial basis. There is no point in keeping something that the DM thinks is wonderful but drives the players away!
Some quick short cuts to knowledge include highlighting sections of the books often used. Some collectors may find this objectionable since these books may become collectors items at a latter date. Such a DM has a few choices. The first is to buy two books. The second, forget about the collectibility factor, and the third, don’t play. Using page markers is another quick and easy way to highlight information without marking up the book. For those who have something like the Core Rules for AD&D 2nd Edition in .pdf format, their options are wider. They can select only the text they want and print it out. Because the 2.0 rules have so many additional books, they can pick and chose from a wide variety of areas. In addition, if the game system has a screen, think about picking it up. Now many older, more experienced gamers may object to this since many feel that the era of the screen has come and gone, but don’t listen to them. Most of the tables and other heavily referred to information is right there. If you are an ambitious type, by all means, copy that information down and create your own table. Just be aware that the time you spent on this project is time you’re not getting paid for and could be working on adventures.
Be Prepared
While this one speaks for itself, and is in a lot of ways a combination of the above points – this tried and true Scout motto cannot be repeated enough. Being a DM is a lot of responsibility. The sole enjoyment of a group of other players rests in your hands. Don’t fly by the seat of your pants in game sessions. Have everything that you need and have it prepared before you sit down to game. While you will never be ready for every possible situation that you may encounter, it is important to be ready for everything that you can think of beforehand.
In short
The skills that allow us to interact in business as in life are the skills that all good Dungeon Masters need. DM’s who practice these skills each game session will soon find things going much smoother and have more time for campaign design. And finally, good DM’s are never satisfied and always strive to make their games better.
If you’re looking for more information, here are some sources:
- Dungeons & Dragons Core Rulebook II: Dungeon Master Guide
- Robin’s Laws of Good Game Mastering
- Originally printed by Steve Jackson’s Games but later incorporated and reprinted specifically for Dungeons & Dragons within the Dungeon Master Guide II
- Role-Playing Mastery – By: Gary E. Gygax
- Roleplaying Tips – Free Online Resource



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