The Fastest Way to Become a Killer DM
554 segments
If you want to become a great DM fast,
you'll always get the same advice. Just
play more. And of course, that works.
[music] But, what if there was a
quicker, slightly weirder way you could
practice by yourself in between sessions
that led to even better results? I went
looking for what people in other
creative fields actually do to get
better faster and found a method
composed of seven very easy exercises
that will turn you into a great DM while
having fun. [music] And today, I'm
teaching it to you. But first, I need to
explain why these exercises we're going
to look at in the second work at all.
There's actual research behind all of
these. And it is because of three
principles that kept showing up over and
over again. So, keep those in mind cuz
we'll need them later. The first one is
that constraints make you more creative
and not less. It is slightly
counterintuitive, but moderate
constraints actually enhance creative
outputs and too much freedom can lead to
decision paralysis. The second one is
that time pressure helps you bypass your
inner critic. When you shut down that
mean internal voice that makes you doubt
yourself, your brain goes deeper to find
inspiration. And the third principle,
and the main reason why I want to share
these to help you get better at DMing,
is that creative skills benefit from
deliberate practice the same way
athletic skills do. Structured training
with clear goals and immediate feedback
builds skill faster than just doing the
thing over and over again and hoping you
improve. So, keep those three things in
mind because you will see them show up
everywhere in the exercises we're about
to go through. And by the way, most of
these take between 5 and 15 minutes. So,
if your brain went to I don't have time
for this, well, it was probably wrong.
Spend less time scrolling Reddit looking
at D&D horror stories and you'll be
good. All right, so the first exercise
is called crazy eights and it comes from
design thinking. Many teams use it as
part of their design sprint methodology.
It is very simple. You take one problem,
fold a piece of paper into eight
sections, then set a timer for eight
minutes and write one solution to that
problem per box. So, that leaves you one
minute per box, but you don't have the
right to go back and you must fill all
eight boxes. So, how do you use it for
DMing practice? Well, for example, we
could use it to come up with better hook
ideas or to train to react to weird
player choices. Say we have this, how
could the party discover the mayor is
secretly the cult leader? Because you
don't want to railroad, so you want to
get good at offering varied paths. Well,
maybe you try this exercise and find
three classic but strong ideas. A
letter, witness and [music] a confession
under pressure. And then it gets harder
and you start feeling stuck. But that's
actually the point of this exercise
because research on creative ideation
shows that the first ideas you get tend
to simply be the most accessible ones in
your memory and not necessarily the best
ones. Ideas six, seven and eight are
often where the actual interesting stuff
lives because your brain has to reach
further to find them and start pulling
from places you don't visit that often.
So, maybe you do this and idea seven is
something like the mayor votes to find
the party's investigation, but the
budget he allocates is exactly enough to
keep them busy and not enough to
actually succeed. It might feel obvious
once you write it down, but you still
had to go through those first six
generic ideas to get to it. But what if
the problem isn't that you need more
ideas, but just keep defaulting to the
same kind of ideas? Our second exercise
comes from jazz and it might be the most
counterintuitive one on the list. It's
called the constraint [music] box. When
you first learn to improvise as a
musician, one of the first exercises
they teach you is they put you on a
backing track and tell you to improvise
a solo, but tell you to limit yourself
to just three to five notes or only play
on beats two and four or [music] you can
only play quarter notes, etc. The point
is to to introduce some kind of drastic
limitation, because when you take away
most of your option, you're forced to
explore the [music] areas where real
music lives, phrasing, dynamics, and
space. That's much harder to do when you
have unlimited options. So, how does
that work with getting better at DMing?
Well, say we want to get better at
describing things, and for this, we work
with a simple situation. The party walks
into a tavern in a port city. The task
is simple. You need to describe it, but
here is the constraint. You can only use
three sensory words. Rust, whisper, and
cold. Everything you describe has to
connect back to one of these three
words. At first, it might feel
impossible. Your brain might be tempted
to go to familiar things like the fire
crackling or the loud crowd, but if you
pushed through that initial, "Man, this
is hard" feeling, you then start
thinking about how the lanterns have
rusted hinges, how the barkeep speaks in
this low whisper because they have a
stubborn throat injury that refuses to
heal, and you just keep going. The
couple in the corner is whispering, and
there's a sailor, and he has a knife
with a rusted blade he keeps touching,
and the way the room feels when the
particular name is mentioned is cold.
You start connecting everything back to
those three words, and the descriptions
start to make sense. It ends up being
more atmospheric than what most DMs
usually come up with whenever word is
available. And that's the cool thing
about this exercise. The constraint
makes creative solutions just show up,
because your brain just has to find a
new path. And this is kind of what
happens when your players do something
you didn't expect, and you suddenly have
to improvise something you never would
have planned. This exercise allows you
to train that same creative muscle on
purpose. So, the constraint box teaches
you how to create within limits, which
is great. But the next exercise does
something a little different. It allows
you to take a single detail and just
stretch it into an entire scene. But
before I tell you about it, quick words
about today's sponsor, aka me. I make
these videos by myself, from the
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>> [music]
>> So, thanks in advance. Okay, now, this
next one is another jazz exercise, but
it's very different. It's called motivic
development. Again, the idea is simple.
You take a tiny musical phrase, maybe
three or four notes, and use only that
phrase as raw material for an entire
solo. You stretch it, flip it upside
down, compress it, etc. You never
introduce anything new and just keep
transforming the same idea. It's
different from the constraint box
exercise, because you're not picking
from a limited pool of atomic
ingredients, but you take a complete
[music] thought and try to twist it in
many new ways. So, for DMs, this becomes
what I'm deciding to call core image
threading. You pick one image you find
cool, say, a rusted key with a broken
tooth, and you just try to develop it as
much as possible by asking questions.
Where else might a rusted key appear in
this world? What's the opposite of a
broken tooth? If I focus on just the
rust, what does that connect to? What
does this key mean to these three
different characters? Etc., etc. This
exercise helps with improvisation,
because it forces you to develop
patterns you'll then be able to
recombine quickly under pressure.
Spending time practicing to transform a
single idea makes you faster when you
have to do it live. For example, when
your players come up with an unexpected
detail and you need or decide to make it
mean something. Okay, cool, but so far
we have three exercises that all train
you to describe better and generate
ideas, and that's already awesome. But,
DMing isn't just about narration.
Sometimes, you have to perform
characters, and most DMs mostly use
version of their own personality when
they do this. So, how do we fix that?
Exercise number four comes from improv
theater and is called status numbers.
You take [music] a deck of cards and
draw a random card, which becomes your
status. Two is the lowest, ace [music]
is the highest. And then you either try
to do a monologue if you're practicing
alone, or to have a conversation if
you're practicing with a fellow forever
DM. And you try to communicate that
status through behavior alone. Forget
about voices and accents and [music]
just to focus on behavior. And status
here is not about social class, but more
like how you carry yourself in the world
and expect to be treated by others. You
can have a high status innkeeper and a
low status prince, for example. And
sometimes these are even the best
combinations. High status characters
hold still while speaking. They choose
when to make or break eye contact and
use complete sentences. They also take
up more space and tend to speak a little
slower because who's going to interrupt
them anyway? On the other hand, low
status characters might fidget, [music]
avoid eye contact, stop talking in the
middle of their sentence, etc., etc.
Every real human interaction has a
status dynamic hiding underneath it.
Who's in charge? Who changes the
subject? Etc. We're all extremely used
to it and passively track this stuff all
the time. And if the status behavior is
off, conversation just feels weird. So,
how do you use this with NPCs, for
example? Say you have a quest giver NPC,
a merchant that you're prepping. And you
try to imagine them as a four or as a
king. The king status merchant would
walk into the room, look at the
character he assumes is the party leader
in the eye, and say, "I need something
found. A journal. My brother's journal,
actually. You'll be compensated." He
uses short sentences, is very direct,
and does not justify himself because he
just assumes the party will cooperate.
On the other hand, status four merchants
would be very different. Maybe he is
already in the room when the party
arrives, sitting in the corner, and when
they notice him, he kind of half stands
and goes, "Uh I'm sorry. I don't mean to
bother you, but there's this journal,
you see? My brother had it, and I've
been trying to Anyway, I can pay at the
house." And then he just trails off. The
low status NPC is basically just
apologizing for existing. It's the same
NPC and the same quest, but the
resulting interaction feels completely
different. The voice is the same, the
accent is still that weird Frenchman who
spent too many hours watching American
movies thing, but it's not the same dude
anymore. But what if midway through that
scene something happens that changes the
status? Maybe the confident king status
merchant lies and gets caught, and
suddenly he becomes a five. Or the
nervous status four merchant finds out
the party's trying to destroy the
journal, and that pisses him off, and he
becomes a queen status merchant
immediately. The more you practice this
exercise, the easier it gets to get good
at those shifts, which is what gives you
drama, and where role play becomes
interesting. I think this is the closest
thing to a cheat code to get better at
NPC role play I've ever found, because
it gives you a way to do [music]
different characters that has nothing to
do with silly voices. It's all about
behavior, which can just practice when
you feel like it. So, maybe before your
next session, try to draw a card and
assign a status to every important NPC,
and see what happens to how you play
them. [music] By the way, when making
this video, I realized that the hardest
part isn't actually knowing about these
exercises, but sitting down and doing
them with good prompts and scenarios.
So, I made a structured practice
workbook with DM-specific seed ideas,
guided sessions, and protocols for all
these exercises. It's basically the
improved version of everything I built
for myself while making this video, and
I truly believe it can help you become a
better DM. And I'm making it available
to my patrons on Patreon. So, just check
out the link in the description. Let's
keep going. Our next exercise comes from
sports science, and I really like its
origin story. Researchers took
quarterbacks and showed them game
footage that froze at moments where
players had to make critical decisions.
And each time the footage froze, the
quarterbacks had to pick [music] the
best receiver and explain their choice.
In just 6 weeks, they got a lot better
at reading plays on video, but also in
the field. And what I find very cool is
that the three skills that improved are
the same expert DMs use: pattern
recognition, reading the situation
before it fully develops, and trying to
predict what's going to happen next. So,
how do we adapt this decision point
drilling exercise for DMing? Here's what
I suggest you do. Take an actual play
episode, and instead of just listening,
try to pause when a player says
something unexpected or when they
confront an NPC, for example. You set a
30-second timer and try to come up with
three possible DM responses before it
runs out. And because we're all into
roles and playing games with way too
many of them, I'm adding another one. At
least one option has to be something you
would normally never choose because the
point isn't to practice doing what you
already do, but to give you some big,
beautiful range. And when the timer runs
off, you resume listening and see what
the DM actually said. And then you
compare. But the point isn't trying to
guess. What you're doing is you're
building a pattern library of situation
and response pairs that you'll then be
able to draw from at the table. I love
this exercise, and it helps you respond
to what just happened. But the next one
trains something that's a lot harder. It
teaches you to make everything that
happened before feel like it was all
planned. It is called connect the story.
You write down five completely unrelated
elements: a location, an object, a
character trait, a sensory detail, and a
small bit of dialogue. You have to make
sure there are no connections between
them. The more random, the better. Then,
you set a timer for 8 to 10 minutes and
try to come up with a scene that
incorporates all five while staying
coherent. The only rule is that they
need to be connected. For example, say
we have these five things: flooded
tunnels, a brass compass, someone who
can stop apologizing, smell of pine
resin, and the line "That's not what I
was promised." You can do this in
writing because I promised you could
practice by yourself. And when you try
this, maybe for the first 2 minutes, you
just try to force connections that just
aren't there, and it feels a bit
artificial. But at some point, you
unlock something. Maybe the tunnels
become flooded at high tide, and the
pine resin is sealing smuggled crates.
The sorcerer wants to retrieve those
crates and hired a guide to get them to
the cargo, but it was a setup. The guide
leads the sorcerer to a dead end and
lets the water rise. They apologize as
they turn away and seal a heavy gate,
trapping the sorcerer. Spellcaster
kneels down and finds a brass compass on
a dead body. "Someone else hired this
guide before." The sorcerer says,
"That's not what I was promised."
holding the dead man's compass, looking
at the guy who put them both there, run
away. Now, that's a scene. It has
tension, stakes, characters want
different things, and we just made it
from unrelated elements. It [music]
feels planned, like we sat down with all
those initial ideas almost preassembled.
But no, the brain just finds [music]
connections. It takes advantage of the
narrative fallacy, which tells us that
our brains construct [music] complete
stories from random data automatically.
This exercise just exploits that
tendency by giving the brain random
pieces and letting it do what it does
best. [music] And it's very helpful for
DMing because it's what you do when your
players think you're a genius who
planned everything three sessions in
advance. Even though, no, you didn't.
You just noticed a detail from session
two that connected to another one in
session five, and you just linked them.
You saw where you had been and made it
mean something after the fact. But,
because their perspective is different,
your players experience it as
intentional design. And on top of that
exercise, you can use your sessions to
go further. When you're playing, try to
track the details that you or your
players introduce that kind of went
nowhere. Like a name someone said only
once, or an object someone picked up and
then forgot about, for example. You
don't do anything with these straight
away, but you just store them, you know,
just in case. And then, two or three
sessions later, you bring one back and
connect it to whatever is happening
right now. Oh my god, you're a genius.
Right. Thanks. Okay, cool, but we're
still not done yet. And this one is
different from the others because it's
not really about improvisation, [music]
but prep. It comes from game design and
is the idea of one [music] page designs.
It all comes down to asking a single
question. What is the most important
thing I need to communicate about this
design? And if the answer doesn't fit on
one page, it means you probably don't
understand it well enough. So, I
mentioned prep. Let's try this with a
political situation, for example. Say we
have this whole thing going. A town
council with five members, a trade
dispute, two of them are actually
secretly working together, one is being
blackmailed, and there will be a murder
happening very soon. With something as
complicated as this, it's easy to end up
with two pages of scattered paragraphs
you have to reread over and over again
to make sure you remember who wants what
from whom. But, if we try to simplify
everything into one elegant diagram in
the center of a single page showing the
five council members with arrows between
them showing who's a light and who is in
conflict and add one line next to each
lane about what they want and what
they'll do to get it. And at the bottom,
the three most likely things the players
might try and a few consequence
possibilities. But then we're able to
maintain our complexity, but it becomes
a lot clearer and more useful in game
too. And one thing we can do to make
sure our prepped material works well is
to make it go through the removal test.
If you can take an element of that page
and nothing breaks, maybe it shouldn't
actually be there. This allows you to
make sure you understand your prep on a
deep level, which makes it easier to
react when the unexpected situations
show up. So, we looked at jazz, improv,
sports, game design, and none of these
are related to D&D. But all these
exercises can make you better [music] at
it. They work because they leverage
specific features of the human brain and
of our psychology. And because being a
DM is not magic, at its core it's a
creative role that combines elements you
can find in many different fields. So,
borrowing from them makes sense. I think
what surprised me most when I started
looking into this stuff is how they
function together. Because DMing looks
like this big monolithic thing, but it's
actually a bundle of many cognitive
skills all stacked on top of each other.
We have to be able to generate options
on demand, stay creative, develop
motives, recognize patterns, etc., etc.
All of these are different muscles, but
if we think about them as that, as
muscles, we can train them outside of
the table. I'm not saying that if you
only do these, you will become an
amazing DM. You still have to play. It's
impossible to become a great jazz
musician if you don't play with other
people. But I do believe that if
becoming an amazing DM is something
you're interested in, looking a bit
outside of the box and practicing like
other people do in other creative fields
can make a lot of sense. And maybe you
think the gap from practicing exercises
to playing at the table is too wide, but
I promise you [music] if jazz musicians
can improvise over core changes at 200
bpm by practicing like this, you can
probably react on the fly to Bobby the
ranger stealing a pint at the tavern or
whatever by training like them. Maybe
just try one to start and share your
results in the comments, please. I would
love to hear about it and maybe it can
help someone in their gaming journey as
well. Now, once you start training these
skills, you're going to want to put them
into practice right away. And the
seventh exercise helps with prep. But
how do you make sure you're prepping
stuff that will actually contribute to
the immersion of the table? Well, click
on this video next to learn about the
four secret levels of prep most DMs are
missing out on. To learn how to
instantly make your games a lot more
immersive.
Ask follow-up questions or revisit key timestamps.
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.
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