My Ideas About Being a Dungeon Master
- Kevin DeArman

- Jul 19
- 4 min read
Hey guys. My name is Kevin, and I have been playing tabletop games for around 20 years. I have been actively DM/Gming for close to 15 years. In that time, I have run a wide range of games across many genres and am somewhat of a nerd when it comes to different systems and mechanics. The following things are all strictly opinions of mine. There are many different styles and types of DMs, and what has worked for me may not work for others. Let’s get into it.
What is a DM?

So, you and some friends have decided you guys want to give tabletop RPGs a try. The only things you need to get started are some rules, some character sheets, and some dice. You also need one more thing… someone to run the table. That is the DM or Dungeon Master. The DM is responsible for designing, implementing, and running whatever flavor of RPG that you choose. While RPGs are collaborative storytelling games, the DM is the person who sets the framework and designs the sandbox for players to play in. There are many resources available to help a person new to DMing put together relevant materials. Game companies print full, ready to run adventures all the time. They require simply a little study into whichever book or digital material they have released, and you are off running a script of sorts for your table. Prewritten modules can be a very fun way to experience games with your friends. Sometimes however, these may make you feel locked into whatever stories or choices they present to you. Going off script will require you to think on your feet.
Session 0
For me, Session 0 is almost always the most important session that will ever occur in a campaign. It is where the DM and players sit down, and set expectations for everything that will follow. Having a strong Session 0 will make sure that your campaign is an enjoyable one.
My strategy usually boils down to the following. First of all, deciding what game or ruleset we want to play. Then, deciding a schedule that can hopefully be somewhat routine, and how long do we think we want this campaign to go on. Boundaries are established here, and any table or house rules you would like to use can be agreed upon. Open ended campaigns can be great, but everything must come to an end. Establishing a timeline will help you, as the creator of the game, set milestones and goals. Once all of that is figured out, I like to be involved when players create characters. I want to ask questions. I want backgrounds and any information I can get that will help me to decide the best course to engage my players. I plan to touch more on this particular point in the future.

Preparation vs Improvisation
In general, there tends to be two extremes when it comes to preparing to run a session. The first is Preparation. You figure out the who, what, when, why and where of what you want to get across to the table, and then you plan out everything you can. If player A interacts with this object or NPC, then action A occurs. Or action B. Or action C. If players kill this monster, then they are rewarded with this, or it leads to this.
The opposite side of this is Improvisation. Player A does a thing, and you decide in the moment what will happen.
A good thing to remember is that even if you have tried to predict everything, you will fail. Players themselves will be unpredictable. Working on improve skills can help you deal with this. Never be afraid to pause for a moment or two to get your thoughts in order. The biggest advice I can give is take notes during your session. Keep track of things, and you will be surprised what sort of inspiration you might get from the smallest player choice.
Dealing with character death
I am of the very strong opinion that character death in RPGs should be a very real threat, with the exception of games where death doesn't matter. In real life, actions have consequences. If a character makes a decision, then there should be an outcome to it. This does not mean that you, as a DM, should plan to kill your characters. Planning to kill a character without having very good preparation in the story that is being built should be frowned upon. I don't think there should ever be a DM vs Player mentality in any game, it defeats the purpose of telling a story together.
If it progresses the story narrative, then a character death can be a powerful tool for evoking emotion and depth into a story. I love hard and deadly level encounters, but knowing when to pull back is a valuable skill in itself.
Dealing with problematic players
This is an area that can be tricky to deal with. Having a conversation with problematic players can be hard, but as the DM the health of the table falls into your lap. There have been several times where I have had to correct a player on something said or some action taken with or without ill intent. I have had to ask players to leave my table, and even been forced to tell players they cannot play if they are creating a toxic environment. These are last resort measures though, and hopefully it is not a conversation that has to be had, A strong Session 0 helps to mitigate this sort of issue, and most tables tend to be self-policing according to my experience. It is important to note that in every RPG the rules are a framework. As a DM, it is your prerogative to change something or bend a rule if it benefits the table.
Writer's Block
It happens to every DM at some point. Players turn a corner or do something you did not anticipate, and you are not sure where to go from here. This is another thing that newer DMs may struggle with. Now, it is almost too easy to find prompts for things. Chat GPT exists, and I have talked to more and more DMs who use AI as a tool for creating campaigns. I do not like it. To me, it takes away the creative joy and satisfaction I get from watching my story progress. If I get blocked badly, then it helps me to step away for a bit. Thanks for the read!







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