Unfortunately, DMing Is THAT Simple
266 segments
People think DMs need to be great at
rules, combat design, and storytelling,
[music] which is a lot and makes the job
seem terrifying. But what if I told you
that most of these are actually kind of
optional? I've been playing for over 20
years, and I realized that the core job
of the DM actually fits in a single
sentence, which determines whether
you'll have fun at the table or burn
[music] out fast. So, today we're going
to find out what it is, and I will even
share with you four tricks you can use
to become a better DM than you ever
thought possible. Okay, so let's start
with the problem. I think most people
think being a DM is way harder than it
actually is because the internet has
built this image of what a Dungeon
Master is supposed to be. Actual plays
changed the way people see D&D. That's
not necessarily a bad thing because
Critical Role and Dimension 20 brought
millions of people into the hobby, and I
love that. But it also did something
sneaky to the way we think about the
DM's role. Because when you watch Matt
Mercer or Brennan Lee Mulligan, you're
watching someone who is a professional.
It's literally their job. They are
trained actors and have spent decades
DMing for their friends before going
pro. This, coupled with the crazy high
production value, is immediately visible
to anyone who watches those shows. And
although I do believe we can learn a few
tricks from these guys, it makes people
miss what DMing is actually about. I
think it's kind of like watching Formula
1 and thinking, "Oh, so that's what
driving is." It's technically the same
activity, but the gap between what a
professional does on camera and what you
need to do at your kitchen table with
your friends is wide. And I think the
internet structurally has collapsed
[music]
that gap. I make DMing videos, so I know
it's not because creators want to hurt
people, but the advice content and
Reddit posts all tend to kind of treat
the Formula 1 version as the baseline,
so to speak. And if you're standing at
the bottom looking up at that, yeah, you
end up feeling terrified and feel like
you'll never be ready. But I think that
actually you probably already are.
Because here's the magic sentence I'd
like you to repeat after me. The DM is
not a performer, but an enabler. Okay,
what do I mean by that? Well, instead of
creating the entire experience for the
players, an enabler creates the
conditions for the experience to happen.
Your players are the ones who make the
game because they make choices, come up
with plans, and do things you never saw
coming. That's where the magic moments
live. And you, as the DM, cannot force
most of that to happen. I think most of
your job is to put interesting
situations in front of those players,
and then to get really good at reacting
to what [music] they do. You don't
really need to know what happens next or
do have a plan for everything they might
do. You need to place a situation, and
to be clear, it can be extremely basic,
like a locked door or some desperate
villager, etc. And then you need to
watch and listen to what your players do
and respond as best [music] you can to
their choices. Everything else is
decoration. And don't get me wrong, I
love decoration. I'm not saying you
shouldn't decorate. I kind of make
videos on decorating, so to speak. But
if it keeps you from starting your own
DMing journey, you might be overthinking
this. The core of it is really that
simple. Interesting situation, player
choice, honest response. Everything else
just flows from there. This is really
important to me because I don't think
people quit DMing because they're bad at
voices, but they do quit or never start
because they believe the job feels too
big when it really isn't. You played
pretend with your friends as kids. You
just convinced yourself you forgot how
to. Now, I can already read some of the
comments, so let's address these. But
what about worldbuilding? Don't I need a
world? Let's pretend published settings
don't exist and you do need a custom
location. The thing is, you do need a
starting location, but it can be just
one town with a few names and a problem.
That's already a world as far as D&D is
concerned. It's small, but that's just
how they start. You don't need a
continent map and a whole pantheon
before session one. You just need enough
to fill the next few hours. You'll have
all the time in the world to add things
as you go and play. Because your players
experience the world at a very small
scale, like what's in this room and
who's talking to me right now. And if
you really don't know where to start,
you can get the Living Town by clicking
the link in the description. It's my
ready-made starting town collection of
NPCs, and it's a great place to start.
Okay, but this is just you telling me to
get good at improv, and I suck at
improv. [music] Well, I think people
tend to miss something very important
about DM improv. It's quite different
from performance improv, in my opinion.
Performance improv feels hard cuz you're
trying to be funny and because it's in
real time. But when you DM, the audience
is the players, and you can always pause
by asking them to give you a second,
please, or even go with, "I don't know,
let's do this this way for now and we'll
check the rules later." The point is,
because it's a game and not a show, most
players will find it normal, and you
don't have to be as quick as people
trying to entertain a paying audience on
stage. But what about the rules? There
are so many rules. There are rules
because it's a game, yes. But if we're
talking about 5e, I think you mostly
need to know how to run a skill check
and how combat works at a basic level.
If you can learn poker or Monopoly or
whatever, you got this. It's just a few
pages of the Player's Handbook. Most of
the rest you can look up later, and it
does not come up that often. Your
players will forgive you if you have to
check a rule from time to time, or one
of them might even know the rule and
tell you. But they might have a harder
time forgiving you for making the game
feel like homework because you were so
stressed about getting everything right
that you forgot to make it fun, though.
I'm not saying rules are useless here,
but you'll get them down eventually.
What I'm saying is, if it stops you from
starting, you're giving it too much
importance. And I think that's the thing
we see coming back here. Every single
one of those "But what about?" questions
has the same very basic answer. You're
allowed to learn most of the stuff while
doing the job. By the way, if you find
this video helpful at all and it
motivates you to start on your own DMing
journey, please hit the like button with
your best ability so it can reach other
people who might need it as well. All
right, but so if the job is smaller than
you think and the skills are things you
grow into and not really needed to
start, what do you actually do before a
session? How do you get your head in the
right place? And I think this is where a
lot of the advice out there starts
feeling useless for people who are
afraid of starting their DMing journey
because it focuses on prep, like on
[music] what to write, how many
encounters to plan, how detailed the
notes should be, etc., etc. And that's
all important, of course, but some
people freeze way before that point. So,
here are four things that I think
actually help with that. The first one
is stop preparing answers and start
preparing situations. I think most DM
prep is kind of secretly answer prep.
People just sit there and try to figure
out what's going to happen, like what if
the players go left or if they want to
fight that NPC. But that's the players'
job, so spend more time on the situation
[music] instead of its outcome. An
example situation would be there's a
bridge and someone's guarding it, and
that someone has a reason not to let you
pass. And you find out what the players
do about it with the players at the
table. The second one is your players
have never seen the good version. What I
mean is there's no comparison point to
what's not in there. If you forgot to
introduce an NPC to the players, well,
they don't know. Just like they don't
know about the plot twist you missed or
that the encounter was supposed to be a
lot harder. They're living in the only
version of this session that exists, and
therefore the pressure you're feeling is
mostly just pressure against an
imaginary standard. The players aren't
comparing you to the version of you that
prepped more, but simply playing the
game. The third one now, something. When
you're lost and the players do something
you didn't expect, just start to
describe what they see, hear, smell,
touch, etc. This buys you time, and more
importantly, it gives the initiative
back to the [music] players by giving
them something to react to
or ask questions about. This makes it
way easier to then get back on your
feet. And fourth, before your next
session, ask yourself just [music] one
question. What is the most interesting
thing that could happen tonight? It's
different from what will or should
happen tonight because you're not trying
to guess the future. But I like this
question because it can act as your
compass, so to speak. If you know the
most interesting possibility, you'll be
more enthusiastic [music] in your
descriptions and in a more positive
mindset, which will make everything else
way easier, too. So, yeah, I think the
DM's job is smaller than you think. You
just need to put something interesting
in front of your players and to respond
honestly to what they [music] do. You'll
just get good at the rest eventually.
You don't have to be good at this before
you start. Just start, and I promise you
will have fun, and so will your players.
Most of them just want to play so bad.
So, just become that enabler and let
them. And once you've started [music]
and want to take things to the next
level, I think the first all other thing
you should try to get good at is
worldbuilding because it's mostly an out
of the table thing, so no extra
pressure, and it's a lot of fun. And to
learn a step-by-step technique that
produces actual usable results at the
table, click on this video next.
Ask follow-up questions or revisit key timestamps.
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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