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The Fastest Way to Become a Killer DM

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The Fastest Way to Become a Killer DM

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554 segments

0:00

If you want to become a great DM fast,

0:01

you'll always get the same advice. Just

0:03

play more. And of course, that works.

0:05

[music] But, what if there was a

0:07

quicker, slightly weirder way you could

0:09

practice by yourself in between sessions

0:11

that led to even better results? I went

0:14

looking for what people in other

0:15

creative fields actually do to get

0:17

better faster and found a method

0:19

composed of seven very easy exercises

0:21

that will turn you into a great DM while

0:24

having fun. [music] And today, I'm

0:26

teaching it to you. But first, I need to

0:28

explain why these exercises we're going

0:30

to look at in the second work at all.

0:32

There's actual research behind all of

0:34

these. And it is because of three

0:36

principles that kept showing up over and

0:39

over again. So, keep those in mind cuz

0:41

we'll need them later. The first one is

0:43

that constraints make you more creative

0:46

and not less. It is slightly

0:47

counterintuitive, but moderate

0:49

constraints actually enhance creative

0:51

outputs and too much freedom can lead to

0:53

decision paralysis. The second one is

0:55

that time pressure helps you bypass your

0:58

inner critic. When you shut down that

1:00

mean internal voice that makes you doubt

1:02

yourself, your brain goes deeper to find

1:05

inspiration. And the third principle,

1:07

and the main reason why I want to share

1:09

these to help you get better at DMing,

1:11

is that creative skills benefit from

1:13

deliberate practice the same way

1:15

athletic skills do. Structured training

1:18

with clear goals and immediate feedback

1:20

builds skill faster than just doing the

1:22

thing over and over again and hoping you

1:24

improve. So, keep those three things in

1:27

mind because you will see them show up

1:29

everywhere in the exercises we're about

1:31

to go through. And by the way, most of

1:33

these take between 5 and 15 minutes. So,

1:35

if your brain went to I don't have time

1:37

for this, well, it was probably wrong.

1:40

Spend less time scrolling Reddit looking

1:41

at D&D horror stories and you'll be

1:43

good. All right, so the first exercise

1:45

is called crazy eights and it comes from

1:48

design thinking. Many teams use it as

1:50

part of their design sprint methodology.

1:52

It is very simple. You take one problem,

1:55

fold a piece of paper into eight

1:56

sections, then set a timer for eight

1:58

minutes and write one solution to that

2:00

problem per box. So, that leaves you one

2:02

minute per box, but you don't have the

2:04

right to go back and you must fill all

2:07

eight boxes. So, how do you use it for

2:09

DMing practice? Well, for example, we

2:11

could use it to come up with better hook

2:13

ideas or to train to react to weird

2:15

player choices. Say we have this, how

2:17

could the party discover the mayor is

2:19

secretly the cult leader? Because you

2:22

don't want to railroad, so you want to

2:23

get good at offering varied paths. Well,

2:26

maybe you try this exercise and find

2:29

three classic but strong ideas. A

2:31

letter, witness and [music] a confession

2:32

under pressure. And then it gets harder

2:35

and you start feeling stuck. But that's

2:37

actually the point of this exercise

2:40

because research on creative ideation

2:42

shows that the first ideas you get tend

2:44

to simply be the most accessible ones in

2:46

your memory and not necessarily the best

2:48

ones. Ideas six, seven and eight are

2:50

often where the actual interesting stuff

2:51

lives because your brain has to reach

2:54

further to find them and start pulling

2:57

from places you don't visit that often.

2:59

So, maybe you do this and idea seven is

3:02

something like the mayor votes to find

3:04

the party's investigation, but the

3:06

budget he allocates is exactly enough to

3:07

keep them busy and not enough to

3:09

actually succeed. It might feel obvious

3:11

once you write it down, but you still

3:13

had to go through those first six

3:15

generic ideas to get to it. But what if

3:18

the problem isn't that you need more

3:20

ideas, but just keep defaulting to the

3:22

same kind of ideas? Our second exercise

3:26

comes from jazz and it might be the most

3:28

counterintuitive one on the list. It's

3:30

called the constraint [music] box. When

3:33

you first learn to improvise as a

3:35

musician, one of the first exercises

3:37

they teach you is they put you on a

3:39

backing track and tell you to improvise

3:41

a solo, but tell you to limit yourself

3:43

to just three to five notes or only play

3:45

on beats two and four or [music] you can

3:47

only play quarter notes, etc. The point

3:49

is to to introduce some kind of drastic

3:52

limitation, because when you take away

3:54

most of your option, you're forced to

3:57

explore the [music] areas where real

3:59

music lives, phrasing, dynamics, and

4:01

space. That's much harder to do when you

4:03

have unlimited options. So, how does

4:04

that work with getting better at DMing?

4:06

Well, say we want to get better at

4:07

describing things, and for this, we work

4:09

with a simple situation. The party walks

4:11

into a tavern in a port city. The task

4:13

is simple. You need to describe it, but

4:16

here is the constraint. You can only use

4:18

three sensory words. Rust, whisper, and

4:21

cold. Everything you describe has to

4:22

connect back to one of these three

4:24

words. At first, it might feel

4:26

impossible. Your brain might be tempted

4:29

to go to familiar things like the fire

4:31

crackling or the loud crowd, but if you

4:34

pushed through that initial, "Man, this

4:36

is hard" feeling, you then start

4:38

thinking about how the lanterns have

4:40

rusted hinges, how the barkeep speaks in

4:42

this low whisper because they have a

4:45

stubborn throat injury that refuses to

4:47

heal, and you just keep going. The

4:49

couple in the corner is whispering, and

4:51

there's a sailor, and he has a knife

4:53

with a rusted blade he keeps touching,

4:56

and the way the room feels when the

4:58

particular name is mentioned is cold.

5:00

You start connecting everything back to

5:02

those three words, and the descriptions

5:04

start to make sense. It ends up being

5:06

more atmospheric than what most DMs

5:09

usually come up with whenever word is

5:11

available. And that's the cool thing

5:13

about this exercise. The constraint

5:15

makes creative solutions just show up,

5:18

because your brain just has to find a

5:20

new path. And this is kind of what

5:22

happens when your players do something

5:24

you didn't expect, and you suddenly have

5:27

to improvise something you never would

5:29

have planned. This exercise allows you

5:31

to train that same creative muscle on

5:34

purpose. So, the constraint box teaches

5:37

you how to create within limits, which

5:39

is great. But the next exercise does

5:41

something a little different. It allows

5:42

you to take a single detail and just

5:45

stretch it into an entire scene. But

5:47

before I tell you about it, quick words

5:48

about today's sponsor, aka me. I make

5:51

these videos by myself, from the

5:52

thumbnail to the filming and editing,

5:55

and it's a lot of work. So, if you're

5:57

getting any value out of this one,

5:58

please hit subscribe, because I decided

6:01

that each subscriber was an experience

6:03

point, and I do want to level up to

6:05

finally be able to multiclass into druid

6:07

and change into a cat at will.

6:08

>> [music]

6:08

>> So, thanks in advance. Okay, now, this

6:11

next one is another jazz exercise, but

6:13

it's very different. It's called motivic

6:15

development. Again, the idea is simple.

6:17

You take a tiny musical phrase, maybe

6:19

three or four notes, and use only that

6:21

phrase as raw material for an entire

6:23

solo. You stretch it, flip it upside

6:25

down, compress it, etc. You never

6:27

introduce anything new and just keep

6:29

transforming the same idea. It's

6:31

different from the constraint box

6:33

exercise, because you're not picking

6:34

from a limited pool of atomic

6:36

ingredients, but you take a complete

6:38

[music] thought and try to twist it in

6:41

many new ways. So, for DMs, this becomes

6:44

what I'm deciding to call core image

6:46

threading. You pick one image you find

6:48

cool, say, a rusted key with a broken

6:51

tooth, and you just try to develop it as

6:53

much as possible by asking questions.

6:55

Where else might a rusted key appear in

6:57

this world? What's the opposite of a

6:59

broken tooth? If I focus on just the

7:01

rust, what does that connect to? What

7:03

does this key mean to these three

7:05

different characters? Etc., etc. This

7:07

exercise helps with improvisation,

7:09

because it forces you to develop

7:11

patterns you'll then be able to

7:12

recombine quickly under pressure.

7:14

Spending time practicing to transform a

7:16

single idea makes you faster when you

7:18

have to do it live. For example, when

7:21

your players come up with an unexpected

7:22

detail and you need or decide to make it

7:25

mean something. Okay, cool, but so far

7:27

we have three exercises that all train

7:29

you to describe better and generate

7:31

ideas, and that's already awesome. But,

7:34

DMing isn't just about narration.

7:35

Sometimes, you have to perform

7:37

characters, and most DMs mostly use

7:40

version of their own personality when

7:42

they do this. So, how do we fix that?

7:45

Exercise number four comes from improv

7:48

theater and is called status numbers.

7:50

You take [music] a deck of cards and

7:52

draw a random card, which becomes your

7:54

status. Two is the lowest, ace [music]

7:56

is the highest. And then you either try

7:58

to do a monologue if you're practicing

8:00

alone, or to have a conversation if

8:02

you're practicing with a fellow forever

8:04

DM. And you try to communicate that

8:05

status through behavior alone. Forget

8:08

about voices and accents and [music]

8:10

just to focus on behavior. And status

8:12

here is not about social class, but more

8:14

like how you carry yourself in the world

8:16

and expect to be treated by others. You

8:18

can have a high status innkeeper and a

8:20

low status prince, for example. And

8:22

sometimes these are even the best

8:24

combinations. High status characters

8:26

hold still while speaking. They choose

8:28

when to make or break eye contact and

8:31

use complete sentences. They also take

8:33

up more space and tend to speak a little

8:36

slower because who's going to interrupt

8:38

them anyway? On the other hand, low

8:41

status characters might fidget, [music]

8:43

avoid eye contact, stop talking in the

8:45

middle of their sentence, etc., etc.

8:47

Every real human interaction has a

8:50

status dynamic hiding underneath it.

8:52

Who's in charge? Who changes the

8:54

subject? Etc. We're all extremely used

8:56

to it and passively track this stuff all

8:58

the time. And if the status behavior is

9:00

off, conversation just feels weird. So,

9:04

how do you use this with NPCs, for

9:06

example? Say you have a quest giver NPC,

9:08

a merchant that you're prepping. And you

9:11

try to imagine them as a four or as a

9:13

king. The king status merchant would

9:16

walk into the room, look at the

9:18

character he assumes is the party leader

9:20

in the eye, and say, "I need something

9:22

found. A journal. My brother's journal,

9:24

actually. You'll be compensated." He

9:26

uses short sentences, is very direct,

9:29

and does not justify himself because he

9:31

just assumes the party will cooperate.

9:34

On the other hand, status four merchants

9:36

would be very different. Maybe he is

9:39

already in the room when the party

9:40

arrives, sitting in the corner, and when

9:43

they notice him, he kind of half stands

9:46

and goes, "Uh I'm sorry. I don't mean to

9:48

bother you, but there's this journal,

9:50

you see? My brother had it, and I've

9:52

been trying to Anyway, I can pay at the

9:54

house." And then he just trails off. The

9:57

low status NPC is basically just

9:58

apologizing for existing. It's the same

10:01

NPC and the same quest, but the

10:03

resulting interaction feels completely

10:05

different. The voice is the same, the

10:08

accent is still that weird Frenchman who

10:10

spent too many hours watching American

10:12

movies thing, but it's not the same dude

10:14

anymore. But what if midway through that

10:16

scene something happens that changes the

10:19

status? Maybe the confident king status

10:21

merchant lies and gets caught, and

10:23

suddenly he becomes a five. Or the

10:25

nervous status four merchant finds out

10:27

the party's trying to destroy the

10:29

journal, and that pisses him off, and he

10:31

becomes a queen status merchant

10:33

immediately. The more you practice this

10:35

exercise, the easier it gets to get good

10:38

at those shifts, which is what gives you

10:40

drama, and where role play becomes

10:42

interesting. I think this is the closest

10:44

thing to a cheat code to get better at

10:47

NPC role play I've ever found, because

10:49

it gives you a way to do [music]

10:50

different characters that has nothing to

10:52

do with silly voices. It's all about

10:55

behavior, which can just practice when

10:57

you feel like it. So, maybe before your

10:59

next session, try to draw a card and

11:02

assign a status to every important NPC,

11:04

and see what happens to how you play

11:06

them. [music] By the way, when making

11:07

this video, I realized that the hardest

11:09

part isn't actually knowing about these

11:10

exercises, but sitting down and doing

11:13

them with good prompts and scenarios.

11:15

So, I made a structured practice

11:17

workbook with DM-specific seed ideas,

11:20

guided sessions, and protocols for all

11:22

these exercises. It's basically the

11:25

improved version of everything I built

11:27

for myself while making this video, and

11:29

I truly believe it can help you become a

11:31

better DM. And I'm making it available

11:33

to my patrons on Patreon. So, just check

11:36

out the link in the description. Let's

11:37

keep going. Our next exercise comes from

11:40

sports science, and I really like its

11:42

origin story. Researchers took

11:44

quarterbacks and showed them game

11:46

footage that froze at moments where

11:48

players had to make critical decisions.

11:50

And each time the footage froze, the

11:52

quarterbacks had to pick [music] the

11:54

best receiver and explain their choice.

11:56

In just 6 weeks, they got a lot better

12:00

at reading plays on video, but also in

12:02

the field. And what I find very cool is

12:04

that the three skills that improved are

12:06

the same expert DMs use: pattern

12:08

recognition, reading the situation

12:10

before it fully develops, and trying to

12:11

predict what's going to happen next. So,

12:13

how do we adapt this decision point

12:16

drilling exercise for DMing? Here's what

12:18

I suggest you do. Take an actual play

12:20

episode, and instead of just listening,

12:22

try to pause when a player says

12:24

something unexpected or when they

12:26

confront an NPC, for example. You set a

12:29

30-second timer and try to come up with

12:31

three possible DM responses before it

12:33

runs out. And because we're all into

12:35

roles and playing games with way too

12:37

many of them, I'm adding another one. At

12:39

least one option has to be something you

12:42

would normally never choose because the

12:45

point isn't to practice doing what you

12:47

already do, but to give you some big,

12:49

beautiful range. And when the timer runs

12:52

off, you resume listening and see what

12:54

the DM actually said. And then you

12:56

compare. But the point isn't trying to

12:58

guess. What you're doing is you're

13:00

building a pattern library of situation

13:02

and response pairs that you'll then be

13:04

able to draw from at the table. I love

13:07

this exercise, and it helps you respond

13:09

to what just happened. But the next one

13:11

trains something that's a lot harder. It

13:14

teaches you to make everything that

13:16

happened before feel like it was all

13:18

planned. It is called connect the story.

13:21

You write down five completely unrelated

13:23

elements: a location, an object, a

13:26

character trait, a sensory detail, and a

13:27

small bit of dialogue. You have to make

13:29

sure there are no connections between

13:31

them. The more random, the better. Then,

13:33

you set a timer for 8 to 10 minutes and

13:36

try to come up with a scene that

13:37

incorporates all five while staying

13:40

coherent. The only rule is that they

13:42

need to be connected. For example, say

13:45

we have these five things: flooded

13:46

tunnels, a brass compass, someone who

13:48

can stop apologizing, smell of pine

13:51

resin, and the line "That's not what I

13:53

was promised." You can do this in

13:55

writing because I promised you could

13:57

practice by yourself. And when you try

13:59

this, maybe for the first 2 minutes, you

14:01

just try to force connections that just

14:03

aren't there, and it feels a bit

14:05

artificial. But at some point, you

14:07

unlock something. Maybe the tunnels

14:09

become flooded at high tide, and the

14:11

pine resin is sealing smuggled crates.

14:13

The sorcerer wants to retrieve those

14:15

crates and hired a guide to get them to

14:17

the cargo, but it was a setup. The guide

14:20

leads the sorcerer to a dead end and

14:22

lets the water rise. They apologize as

14:25

they turn away and seal a heavy gate,

14:27

trapping the sorcerer. Spellcaster

14:29

kneels down and finds a brass compass on

14:31

a dead body. "Someone else hired this

14:33

guide before." The sorcerer says,

14:35

"That's not what I was promised."

14:37

holding the dead man's compass, looking

14:40

at the guy who put them both there, run

14:42

away. Now, that's a scene. It has

14:45

tension, stakes, characters want

14:47

different things, and we just made it

14:49

from unrelated elements. It [music]

14:51

feels planned, like we sat down with all

14:54

those initial ideas almost preassembled.

14:57

But no, the brain just finds [music]

14:59

connections. It takes advantage of the

15:01

narrative fallacy, which tells us that

15:03

our brains construct [music] complete

15:05

stories from random data automatically.

15:08

This exercise just exploits that

15:09

tendency by giving the brain random

15:11

pieces and letting it do what it does

15:13

best. [music] And it's very helpful for

15:16

DMing because it's what you do when your

15:19

players think you're a genius who

15:21

planned everything three sessions in

15:22

advance. Even though, no, you didn't.

15:25

You just noticed a detail from session

15:27

two that connected to another one in

15:29

session five, and you just linked them.

15:32

You saw where you had been and made it

15:34

mean something after the fact. But,

15:36

because their perspective is different,

15:38

your players experience it as

15:40

intentional design. And on top of that

15:42

exercise, you can use your sessions to

15:44

go further. When you're playing, try to

15:46

track the details that you or your

15:48

players introduce that kind of went

15:50

nowhere. Like a name someone said only

15:52

once, or an object someone picked up and

15:55

then forgot about, for example. You

15:57

don't do anything with these straight

15:58

away, but you just store them, you know,

16:01

just in case. And then, two or three

16:03

sessions later, you bring one back and

16:06

connect it to whatever is happening

16:07

right now. Oh my god, you're a genius.

16:10

Right. Thanks. Okay, cool, but we're

16:13

still not done yet. And this one is

16:15

different from the others because it's

16:17

not really about improvisation, [music]

16:19

but prep. It comes from game design and

16:22

is the idea of one [music] page designs.

16:25

It all comes down to asking a single

16:27

question. What is the most important

16:30

thing I need to communicate about this

16:32

design? And if the answer doesn't fit on

16:35

one page, it means you probably don't

16:37

understand it well enough. So, I

16:39

mentioned prep. Let's try this with a

16:41

political situation, for example. Say we

16:44

have this whole thing going. A town

16:46

council with five members, a trade

16:47

dispute, two of them are actually

16:49

secretly working together, one is being

16:51

blackmailed, and there will be a murder

16:53

happening very soon. With something as

16:56

complicated as this, it's easy to end up

16:59

with two pages of scattered paragraphs

17:01

you have to reread over and over again

17:04

to make sure you remember who wants what

17:06

from whom. But, if we try to simplify

17:09

everything into one elegant diagram in

17:11

the center of a single page showing the

17:13

five council members with arrows between

17:16

them showing who's a light and who is in

17:18

conflict and add one line next to each

17:21

lane about what they want and what

17:23

they'll do to get it. And at the bottom,

17:25

the three most likely things the players

17:27

might try and a few consequence

17:29

possibilities. But then we're able to

17:32

maintain our complexity, but it becomes

17:34

a lot clearer and more useful in game

17:36

too. And one thing we can do to make

17:39

sure our prepped material works well is

17:42

to make it go through the removal test.

17:44

If you can take an element of that page

17:47

and nothing breaks, maybe it shouldn't

17:49

actually be there. This allows you to

17:51

make sure you understand your prep on a

17:54

deep level, which makes it easier to

17:56

react when the unexpected situations

17:59

show up. So, we looked at jazz, improv,

18:02

sports, game design, and none of these

18:04

are related to D&D. But all these

18:06

exercises can make you better [music] at

18:07

it. They work because they leverage

18:09

specific features of the human brain and

18:12

of our psychology. And because being a

18:14

DM is not magic, at its core it's a

18:15

creative role that combines elements you

18:17

can find in many different fields. So,

18:20

borrowing from them makes sense. I think

18:22

what surprised me most when I started

18:25

looking into this stuff is how they

18:26

function together. Because DMing looks

18:29

like this big monolithic thing, but it's

18:31

actually a bundle of many cognitive

18:33

skills all stacked on top of each other.

18:36

We have to be able to generate options

18:37

on demand, stay creative, develop

18:40

motives, recognize patterns, etc., etc.

18:43

All of these are different muscles, but

18:44

if we think about them as that, as

18:46

muscles, we can train them outside of

18:49

the table. I'm not saying that if you

18:51

only do these, you will become an

18:52

amazing DM. You still have to play. It's

18:54

impossible to become a great jazz

18:56

musician if you don't play with other

18:58

people. But I do believe that if

19:00

becoming an amazing DM is something

19:02

you're interested in, looking a bit

19:04

outside of the box and practicing like

19:05

other people do in other creative fields

19:08

can make a lot of sense. And maybe you

19:09

think the gap from practicing exercises

19:11

to playing at the table is too wide, but

19:15

I promise you [music] if jazz musicians

19:17

can improvise over core changes at 200

19:19

bpm by practicing like this, you can

19:22

probably react on the fly to Bobby the

19:24

ranger stealing a pint at the tavern or

19:26

whatever by training like them. Maybe

19:29

just try one to start and share your

19:31

results in the comments, please. I would

19:32

love to hear about it and maybe it can

19:34

help someone in their gaming journey as

19:35

well. Now, once you start training these

19:37

skills, you're going to want to put them

19:39

into practice right away. And the

19:41

seventh exercise helps with prep. But

19:43

how do you make sure you're prepping

19:45

stuff that will actually contribute to

19:47

the immersion of the table? Well, click

19:49

on this video next to learn about the

19:51

four secret levels of prep most DMs are

19:53

missing out on. To learn how to

19:55

instantly make your games a lot more

19:58

immersive.

Interactive Summary

This video proposes a unique approach for Dungeon Masters (DMs) to improve their skills quickly by adopting deliberate practice techniques from other creative fields like jazz, improv theater, and sports. By treating DMing as a collection of separate cognitive skills—such as rapid ideation, creative constraints, NPC performance, pattern recognition, and efficient prep—the narrator introduces seven specific, time-efficient exercises designed to be practiced solo between game sessions.

Suggested questions

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