5 Tips for a New DM

The face of unprepared DM

Its horrifying….

No pressure, but you know what they say… the D&D session is only as good as your DM. Shit DM means a shit session. Good luck.

Here’s the thing… I have never been in a bad session. I have sat with first time DMs and experienced DMs. I have even watched myself DM (so maybe a few bad sessions then), and I have never walked away thinking that was shit! Now let me be clear, I have walked away thinking THAT WAS BULLSHIT, but that’s because I lost an ear. Fucking Frostbite.

If its your first time playing D&D and you have decided to take on the mantle of Dungeon Master - you likely found your way to this page for some tips. Don’t worry, we will help you level up your session. Below are five tips for a new DM:

  1. Make Time to Prepare: Set a date that works for everyone in your party and be sure to give yourself time to prep. I have a job, a spouse, a 4 year old, a cat, and did I say 4 year old? I can’t remember since she kept me up all night crying, wondering why Elsa has frozen powers and she doesn’t. I cry about that too. Point is, you have to allow yourself time to prepare that doesn’t interfere with the rest of your life. You will need time to read through the rules, study up on the monsters your party might be facing, and get a handle on the party members themselves. Don’t worry about learning everything… its ok to know a little about a lot. I skimmed the DM manual a few times before my first session, but I mostly relied on what I learned from watching others play, as well as the sessions I spent as a player. The general rule that everyone should follow is this: “Have Fun”. At its core, Dungeons & Dragons is a cooperative story telling experience. If you don’t know something in throws of battle, its ok… take time to look it up or make a judgement call. Guess what? You’re in charge. Yeah, its fucking awesome.

  2. Do your Homework: This isn’t algebra OK? You should enjoy ripping through the monster manual, looking for mobs (fancy word for bad guy) that will slaughter party members. Actually see step 3, maybe lets not shoot for a TPK on session one. TPK = Your Party is Fucked. I would suggest that your homework include, understanding the party makeup and the characters being played. Did you players choose a wizard, warlock and ranger? No tank then! No healer either! This doesn’t mean you should take it easy on the party, but be prepared for what their makeup might mean for your encounters.

    My other homework suggestion would be brushing up on the little details you want your players to remember. Is the party starting in a Tavern? Is the tavern old and smelly? Is the bartender a half-orc with a limp, or a retired gnome barbarian with a proclivity to yell “OH YEAH” while serving Old Stinkys? Does the tavern serve food? Boiled potatoes with garlic served with hand churned butter? Or scalloped potatoes with a freshly cut Ribeye still steaming from the reverse sear… Damn i’m hungry.

  3. Balance the Scenario: I really tend to focus on balancing the scenario based on my group’s experience level and the level of characters they are playing. When I started as a DM, I had two groups primarily that I played with. Once was newer to the game, and the other had been playing for years... since 3.5. This was extremely helpful as I kept the CR or Challenge Rating a bit lower for the newer players. I wanted them to feel challenged, but not overwhelmed. Turns out, I still brought in mobs that were too powerful, but I made a decision during battle to lower the AC a bit. This way, my players were able to get more hits in and start enjoying the session.

    I over corrected in my next session with my newer group. I was running “The Wizards Amulet” by Necromancer Games, and I brought in a Lecrota and two smaller Lecrotas as the final battle of session one. Turns out, 3 smaller mobs with a party of 6 level 1s, is not much of a challenge. Combat took one and half rounds, and everyone was looking at me, waiting for more…. When I asked for feedback on the session, it was mostly “Yeah that was fun, although combat was quick…”. Every session since, I have really made an effort to balance the combat scenarios, and to ensure that combat lasts long enough to feel challenging but not overwhelming.

  4. Know your party: When a group gets together to play, you best believe they have a long fucking list of expectations. I have found that some groups enjoy the combat over all else, and that is the reason they are at the table. Other players really take to the story telling aspect and would prefer to play their lute in front of a crowd. Knowing what your players enjoy will give you a chance to cater the adventure to their preferences. Simply put, if your friends are into combat only - make sure to bring a few extra mobs so the battles last longer. If you know they are more into the setup and the payoff, that is ok too. Spend more time in the fucking tavern (Adventures always start in a tavern, haven’t you heard?).

    I would also prepare for the skill level your party is bringing to the table. Is this everyone’s first time? Great - you can fudge whatever the fuck you want, and no one will call you out. Is one of the party members an experience player or former Dungeon Master? If so, don’t be afraid to lean on them for advice before and during the session. Make it clear this is your session and a good DM will understand that and allow you to make it your own. Watch any of our videos, and you will likely hear us saying “What do you think DMs, how should we handle this one?”. As mentioned before, D&D should be a cooperative story telling experience.

  5. Pick an Adventure: There are many resources available to you as a DM, and I can’t stress how important they are in making your life easier. Outside of obtaining a DM guide and a player guide, I found it helpful to pick an adventure to run for my first few sessions. There is nothing wrong with writing your own adventure… in fact I would argue that original content is some of the best content you can play! As a first time DM though, running something that has already been play tested and laid out for you can be helpful. One of the first “One-Shots” I ever ran was a module named: “A Wild Sheep Chase”, by Winghorn Press. You can grab a copy here. You can also watch us run this adventure on our One Shot Page.


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Life Cleric