Those who
have been following my blog for a while will have noticed how much Dungeons
& Dragons has become a part of my life in the past few years. In that time,
I’ve been part of about fourteen different games, and I’m currently involved in
five active games. During this time, I’ve been both a player and a Dungeon
Master, but what has captured my attention today is the rise of new DMs and how
they follow roughly the same growth pattern that I went through.
Most people
starting out as a Dungeon Master (though not all) have played the game before, so
they have a pretty good idea of how it works on the players’ side of the table.
They know that it’s a challenge to switch to being behind the DM’s screen,
where they essentially have to create and control an entire world – much like a
writer does, only a writer doesn’t need to account for the craziness that
players come up with.
The first
game the new DM runs isn’t bad (with a good group of players, it’s very hard to
have bad D&D), but it isn’t quite where they want it to be. Often the
plotline railroads the players – that is to say, there’s pretty much only one
way for the players to go, and one way for them to solve problems. This isn’t
ideal in a game that revolves around the decisions made by players, but it’s
also extremely understandable – because allowing players complete freedom takes
a lot of thinking on your feet, and that takes practice.
That first
game usually falls apart within the first few sessions, but the new DM doesn’t
give up. They learned a lot in those games, few though they were. The next game
they run is significantly better. They’ve learned to prepare for players doing
crazy things, and so they adapt their new game for that. This game goes much
better, but it still isn’t perfect. The rails are still there, and still noticeable,
and the DM runs into two similar problems: the players don’t catch on to what
they were certain was obvious, so they need to improvise huge hints; and the
players respond to things in ways previously unanticipated. Once again, the
game usually falls apart at this point – but the DM has learned even more.
Now comes
the time for over-preparedness. The new DM has realized that players are wild
and uncontrollable, and so the solution is to have a plan for everything. A massive world begins
getting built, populated with interesting people and things. Histories and
mythologies are created, as well as multiple dungeons and ways to attract the
players to them. It becomes overwhelming, and at some point the DM realizes
that if they keep this up, they’ll never get to play again – and so they take a
leap of faith and start the game with what they’ve prepared.
This time,
the game goes very differently. Instead of the players going in crazy
directions and forcing the DM to improvise, they seem to stick to the plot and
avoid 90% of the content the DM has painstakingly created. This isn’t out of
malice – this is simply because the DM has improved enough that the players feel
that they are on the most natural course. The game lasts longer, and now the DM
learns and perfects the rest of their skills. Their world is more in-depth, so
they find improvising easier when it’s necessary. They get more of a feel for
how to run and balance the game. They learn how to anticipate what their
players are going to do, and to plan accordingly – but also how to have backup
plans for when the players surprise them.
Finally,
DMing begins to come naturally, and less preparation is needed for each game. A
lot of work still goes into running the game, but it becomes easier and more
natural – as does coming up with things on the fly when the player throws a
curveball at them.
This isn’t
a precise formula, as different people improve at different speeds. Some people
manage to hold together that first game, improving as they go, while others
have a few more false starts. However, by and large, this is the basic pattern
of learning and growth I’ve observed in multiple new Dungeon Masters, and I
find it to be fascinating – because running Dungeons & Dragons isn’t a
skill you can learn everything about by being taught, or reading a book. It’s a
form of art that you can only learn by doing.
Check out my YouTube channel where I tell the stories of my D&D campaigns.
Also, make sure you check out my wife's blog and her website.
If there's any subject you'd like to see me ramble on about, feel free to leave a comment asking me to do so.
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