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Unfortunately, DMing Is THAT Simple

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Unfortunately, DMing Is THAT Simple

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266 segments

0:00

People think DMs need to be great at

0:01

rules, combat design, and storytelling,

0:03

[music] which is a lot and makes the job

0:06

seem terrifying. But what if I told you

0:08

that most of these are actually kind of

0:11

optional? I've been playing for over 20

0:12

years, and I realized that the core job

0:14

of the DM actually fits in a single

0:16

sentence, which determines whether

0:18

you'll have fun at the table or burn

0:20

[music] out fast. So, today we're going

0:23

to find out what it is, and I will even

0:24

share with you four tricks you can use

0:27

to become a better DM than you ever

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thought possible. Okay, so let's start

0:30

with the problem. I think most people

0:32

think being a DM is way harder than it

0:34

actually is because the internet has

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built this image of what a Dungeon

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Master is supposed to be. Actual plays

0:40

changed the way people see D&D. That's

0:42

not necessarily a bad thing because

0:44

Critical Role and Dimension 20 brought

0:46

millions of people into the hobby, and I

0:49

love that. But it also did something

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sneaky to the way we think about the

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DM's role. Because when you watch Matt

0:55

Mercer or Brennan Lee Mulligan, you're

0:57

watching someone who is a professional.

1:01

It's literally their job. They are

1:03

trained actors and have spent decades

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DMing for their friends before going

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pro. This, coupled with the crazy high

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production value, is immediately visible

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to anyone who watches those shows. And

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although I do believe we can learn a few

1:16

tricks from these guys, it makes people

1:18

miss what DMing is actually about. I

1:22

think it's kind of like watching Formula

1:24

1 and thinking, "Oh, so that's what

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driving is." It's technically the same

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activity, but the gap between what a

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professional does on camera and what you

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need to do at your kitchen table with

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your friends is wide. And I think the

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internet structurally has collapsed

1:39

[music]

1:40

that gap. I make DMing videos, so I know

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it's not because creators want to hurt

1:44

people, but the advice content and

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Reddit posts all tend to kind of treat

1:48

the Formula 1 version as the baseline,

1:50

so to speak. And if you're standing at

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the bottom looking up at that, yeah, you

1:55

end up feeling terrified and feel like

1:57

you'll never be ready. But I think that

2:00

actually you probably already are.

2:02

Because here's the magic sentence I'd

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like you to repeat after me. The DM is

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not a performer, but an enabler. Okay,

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what do I mean by that? Well, instead of

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creating the entire experience for the

2:15

players, an enabler creates the

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conditions for the experience to happen.

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Your players are the ones who make the

2:21

game because they make choices, come up

2:23

with plans, and do things you never saw

2:25

coming. That's where the magic moments

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live. And you, as the DM, cannot force

2:30

most of that to happen. I think most of

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your job is to put interesting

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situations in front of those players,

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and then to get really good at reacting

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to what [music] they do. You don't

2:40

really need to know what happens next or

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do have a plan for everything they might

2:44

do. You need to place a situation, and

2:46

to be clear, it can be extremely basic,

2:49

like a locked door or some desperate

2:51

villager, etc. And then you need to

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watch and listen to what your players do

2:55

and respond as best [music] you can to

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their choices. Everything else is

2:59

decoration. And don't get me wrong, I

3:01

love decoration. I'm not saying you

3:02

shouldn't decorate. I kind of make

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videos on decorating, so to speak. But

3:06

if it keeps you from starting your own

3:08

DMing journey, you might be overthinking

3:10

this. The core of it is really that

3:13

simple. Interesting situation, player

3:15

choice, honest response. Everything else

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just flows from there. This is really

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important to me because I don't think

3:21

people quit DMing because they're bad at

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voices, but they do quit or never start

3:26

because they believe the job feels too

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big when it really isn't. You played

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pretend with your friends as kids. You

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just convinced yourself you forgot how

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to. Now, I can already read some of the

3:37

comments, so let's address these. But

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what about worldbuilding? Don't I need a

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world? Let's pretend published settings

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don't exist and you do need a custom

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location. The thing is, you do need a

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starting location, but it can be just

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one town with a few names and a problem.

3:53

That's already a world as far as D&D is

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concerned. It's small, but that's just

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how they start. You don't need a

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continent map and a whole pantheon

4:01

before session one. You just need enough

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to fill the next few hours. You'll have

4:06

all the time in the world to add things

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as you go and play. Because your players

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experience the world at a very small

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scale, like what's in this room and

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who's talking to me right now. And if

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you really don't know where to start,

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you can get the Living Town by clicking

4:20

the link in the description. It's my

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ready-made starting town collection of

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NPCs, and it's a great place to start.

4:28

Okay, but this is just you telling me to

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get good at improv, and I suck at

4:31

improv. [music] Well, I think people

4:33

tend to miss something very important

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about DM improv. It's quite different

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from performance improv, in my opinion.

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Performance improv feels hard cuz you're

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trying to be funny and because it's in

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real time. But when you DM, the audience

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is the players, and you can always pause

4:50

by asking them to give you a second,

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please, or even go with, "I don't know,

4:54

let's do this this way for now and we'll

4:56

check the rules later." The point is,

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because it's a game and not a show, most

5:00

players will find it normal, and you

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don't have to be as quick as people

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trying to entertain a paying audience on

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stage. But what about the rules? There

5:09

are so many rules. There are rules

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because it's a game, yes. But if we're

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talking about 5e, I think you mostly

5:16

need to know how to run a skill check

5:18

and how combat works at a basic level.

5:20

If you can learn poker or Monopoly or

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whatever, you got this. It's just a few

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pages of the Player's Handbook. Most of

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the rest you can look up later, and it

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does not come up that often. Your

5:31

players will forgive you if you have to

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check a rule from time to time, or one

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of them might even know the rule and

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tell you. But they might have a harder

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time forgiving you for making the game

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feel like homework because you were so

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stressed about getting everything right

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that you forgot to make it fun, though.

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I'm not saying rules are useless here,

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but you'll get them down eventually.

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What I'm saying is, if it stops you from

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starting, you're giving it too much

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importance. And I think that's the thing

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we see coming back here. Every single

6:00

one of those "But what about?" questions

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has the same very basic answer. You're

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allowed to learn most of the stuff while

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doing the job. By the way, if you find

6:10

this video helpful at all and it

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motivates you to start on your own DMing

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journey, please hit the like button with

6:16

your best ability so it can reach other

6:17

people who might need it as well. All

6:19

right, but so if the job is smaller than

6:21

you think and the skills are things you

6:23

grow into and not really needed to

6:26

start, what do you actually do before a

6:27

session? How do you get your head in the

6:30

right place? And I think this is where a

6:32

lot of the advice out there starts

6:34

feeling useless for people who are

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afraid of starting their DMing journey

6:37

because it focuses on prep, like on

6:40

[music] what to write, how many

6:41

encounters to plan, how detailed the

6:43

notes should be, etc., etc. And that's

6:45

all important, of course, but some

6:46

people freeze way before that point. So,

6:49

here are four things that I think

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actually help with that. The first one

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is stop preparing answers and start

6:55

preparing situations. I think most DM

6:57

prep is kind of secretly answer prep.

6:59

People just sit there and try to figure

7:01

out what's going to happen, like what if

7:03

the players go left or if they want to

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fight that NPC. But that's the players'

7:08

job, so spend more time on the situation

7:10

[music] instead of its outcome. An

7:11

example situation would be there's a

7:13

bridge and someone's guarding it, and

7:16

that someone has a reason not to let you

7:18

pass. And you find out what the players

7:20

do about it with the players at the

7:22

table. The second one is your players

7:24

have never seen the good version. What I

7:27

mean is there's no comparison point to

7:29

what's not in there. If you forgot to

7:31

introduce an NPC to the players, well,

7:33

they don't know. Just like they don't

7:35

know about the plot twist you missed or

7:37

that the encounter was supposed to be a

7:39

lot harder. They're living in the only

7:41

version of this session that exists, and

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therefore the pressure you're feeling is

7:46

mostly just pressure against an

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imaginary standard. The players aren't

7:49

comparing you to the version of you that

7:51

prepped more, but simply playing the

7:54

game. The third one now, something. When

7:56

you're lost and the players do something

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you didn't expect, just start to

8:00

describe what they see, hear, smell,

8:03

touch, etc. This buys you time, and more

8:05

importantly, it gives the initiative

8:06

back to the [music] players by giving

8:08

them something to react to

8:12

or ask questions about. This makes it

8:15

way easier to then get back on your

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feet. And fourth, before your next

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session, ask yourself just [music] one

8:21

question. What is the most interesting

8:23

thing that could happen tonight? It's

8:24

different from what will or should

8:27

happen tonight because you're not trying

8:29

to guess the future. But I like this

8:31

question because it can act as your

8:33

compass, so to speak. If you know the

8:35

most interesting possibility, you'll be

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more enthusiastic [music] in your

8:38

descriptions and in a more positive

8:40

mindset, which will make everything else

8:43

way easier, too. So, yeah, I think the

8:46

DM's job is smaller than you think. You

8:49

just need to put something interesting

8:51

in front of your players and to respond

8:53

honestly to what they [music] do. You'll

8:55

just get good at the rest eventually.

8:57

You don't have to be good at this before

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you start. Just start, and I promise you

9:02

will have fun, and so will your players.

9:04

Most of them just want to play so bad.

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So, just become that enabler and let

9:09

them. And once you've started [music]

9:10

and want to take things to the next

9:12

level, I think the first all other thing

9:14

you should try to get good at is

9:15

worldbuilding because it's mostly an out

9:17

of the table thing, so no extra

9:19

pressure, and it's a lot of fun. And to

9:21

learn a step-by-step technique that

9:23

produces actual usable results at the

9:25

table, click on this video next.

Interactive Summary

The video challenges the intimidating perception of being a Dungeon Master, often fueled by professional actual play shows. It clarifies that the core role of a DM is not to be a performer, but an "enabler," whose job is to create engaging situations and respond honestly to player choices. The speaker debunks common concerns about worldbuilding, improv, and rules, asserting that these skills can be developed through experience. The video offers four practical strategies for new DMs: preparing situations instead of trying to predict player actions, understanding that players only experience the game as it unfolds (not an imagined "perfect" version), using sensory descriptions to buy time when unsure, and asking "what is the most interesting thing that could happen tonight?" as a guiding principle. The ultimate message encourages aspiring DMs to simply start playing, promising an enjoyable experience for everyone involved.

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