9 Dungeon Master Lessons From Baldur's Gate 3

Like many a D&D player and video gamer alike, I have spent the last several months in a committed relationship with Baldur’s Gate 3. The ability to have a fully realized D&D adventure within arms reach has been a harpy song that I’m unable to walk away from. But, while the game has loads of appeal for a player, so much of what makes Baldur’s Gate 3 so good is the work that Swen Wincke and the team at Larian Studios did to build on the same types of choices great tabletop Dungeon Masters make for their games.

Whether you’re a novice DM or one with years under your belt, there are a lot of lessons and reminders for things you can and should do in your D&D games. Fire up your mind tadpoles because here are some DMing lessons you can learn from Baldur's Gate 3.

Warning! There are spoilers below for Baldur’s Gate 3!

  1. Be Open to Most Problems Having Multiple Solutions
  2. Be Willing to Pivot
  3. Accept That Some Things You Create Won’t Get Used
  4. Build on Player Choices to Create Consequences
  5. Build on Previous Details
  6. Dot Your Environments With Hidden Stuff
  7. Treat Character Sheets as Wish Lists
  8. Give Players Some Agency Over Their Builds
  9. Break Tension With Silly Moments

1. Be Open to Most Problems Having Multiple Solutions

Artist: Larian StudiosA party of adventurers stand at a vista overlooking mountains.

One of the reasons Baldur’s Gate 3 is so addictive is that it can often feel like an entirely different game on various playthroughs. This is because the game allows you to approach so many situations from different angles. There are multiple fights in the game that you can skip by literally persuading your enemy to just, like, die, please.

The game is full of variations like this. To blow up a foundry, you can use the bomb the Ironhands give you, or you can talk to Gondians inside, and they’ll help you do it as long as you free their family members. You can storm Moonrise Towers with a battalion of Harpers at your side, or you can sneak around and remove enemies until there’s no one left to defend it from the Harpers when they arrive.

When you present your players with a challenge, don’t be too quick to assign a specific solution. Give the players the freedom to explore how they want to deal with the challenge and move forward with them along their chosen paths.

2. Be Willing to Pivot

Sometimes, you need to just completely chuck out what you planned and go with the decisions your players have made. What if you were the DM of the Baldur’s Gate 3 campaign, and you had spent a bunch of time making the case for why they should rescue a grove full of tieflings? Only to have them decide, nah, the goblins seem more fun and the drow leading them seems dope.

So much of your plans were based around them saving these tieflings, and now… they’re going in a different direction. Flat-out refusing them, or making it it impossible for them to follow through with their decision will likely leave them feeling frustrated or railroaded. And obviously, you’re not going to end the campaign there because you can’t see them moving forward with it as planned. Instead, think to yourself how the party may arrive at the next leg of the adventure, building from their new, unexpected choices.

Siding with the goblins in Act 1 doesn’t completely void the events of Act 2, but it does change the nature of how it plays out. You have the power to facilitate such a change in direction and doing so honors and rewards the choices the players make.

This actually brings me to my next point.

3. Accept That Some Things You Create Won’t Get Used

The internet is flooded with articles about what players may have missed in Baldur’s Gate 3. Characters, scenes, loot, and even side quests may be missed because players have simply not followed the paths that take them there.

A harsh lesson every DM needs to learn is that you might spend a lot of effort coming up with plot beats or characters and then have to watch as your players head off in an entirely different direction.

4. Build on Player Choices to Create Consequences

Artist: Larian StudiosA cleric holds a glowing magical artifact in her hands.

The flip side of accepting that some things won’t get used is that the choices that characters make can and should have an impact. One of the most staggering things about playing an evil playthrough of Baldur’s Gate 3 is how lonely the game feels. And this was by design. When discussing exactly this aspect of the game in an interview with IGN, lead writer Adam Smith said, “You are playing a route which is much more selfish and much more, again, afraid. You end up isolated.”

If you run into Lady Esther on the way to the githyanki creche and she asks you to steal an egg from them, everything about the conversation raises red flags and makes you feel a bit dirty. But you can do it, you can steal that egg, and she will pay you for it. But that is not the end of it; if you follow up in Act 3, things haven’t gone great and you may have to deal with the fallout of your dicey fetch quest.

5. Build on Previous Details

Early on in Act 1, you can find a creepy tome, the Necromancy of Thay, in a basement lair. You can only read part of it before it slams shut. You’re unable to do anything else with it until Act 3, when the way to unlock the rest of the tome can be found through a couple of other side quests. It’s a minor subplot, but it feels cool to have something you found in Act 1 pay off in Act 3, plus you are granted a fun little ability.

Similarly, the interactions you have with different characters over the course of Acts 1 and 2 will impact what they’re doing, and how they feel toward you in Act 3. As a DM, make notes of interactions that stick out to the players. Pepper in some of those characters or items again as the stakes rise in the game. It’s a fun and fairly easy way to drive home that the world is being directly informed by the actions and choices the players made prior.

6. Dot Your Environments With Hidden Stuff

Artist: Larian StudiosA sprawling coastal city surrounded by walls from a bird's eye view.

In tandem with building on previous details, Baldur’s Gate 3 is a rewarding game for players who like to explore. In Act 1 alone, there are at least four different entrances to the Underdark that I’ve found, in some cases, by literally stumbling into them. There are caves, treasures, and even entire side quests that you can find just by poking in the right places.

It might be a bit tough as a DM to build as expansive a world as Larian did and fully populate it with things that just sit around waiting to be discovered, but there are ways to work around that. For example, this is where encounter and item tables can really shine, for example, this Treasure Drops table that can be found in the Tomb of Annihilation or this Urban Encounters table from the Dungeon Master’s Guide. If players find a secret area or ask your NPC the right questions, you can be ready with your chart to give them a payoff.

7. Treat Character Sheets as Wish Lists

People make their characters because they want to play them. One of the truly amazing things about Baldur’s Gate 3 is that the things your character is good at will come into play throughout the game. Some may end up getting utilized more than others, but each build has things in the story that they specifically can do.

There are unique dialogue options for roleplay, skill challenges covering the range of stats, combats that let specific builds shine, etc. As video game devs, Larian had to plan ahead for all of these possible scenarios. But as a DM, you have the luxury of being able to zero in on your players’ characters and their sheets and build things into your game that directly complement them.

8. Give Players Some Agency Over Their Builds

Artist: Larian StudiosA vampire rogue brandishes a dagger with a wicked smile showing pointed teeth.

This one is definitely a Baldur’s Gate 3 homebrew rule, but there is an option in the game that lets you spend 100 gp to change your character class, or even just their subclass and stats. Now, it would get excessive to have your character swap out their sheet every time they take a long rest. But I still think the spirit (or should I say skeleton?) of this mechanic has a valuable place at the table.

When I DM, especially when I’m playing with newer players, I like to give players a chance, typically only once per game with potential exceptions, to rework their character sheet, including changing their classes. I think often, when getting into a campaign, the roleplay you do as the game starts to build will end up starkly different than what expectations were at the start. I like giving players a limited chance to reshape their characters based on how they’ve been playing, and I respect that Larian also allowed Baldur’s Gate 3 players to customize their party characters to suit our play style.

9. Break Tension With Silly Moments

I could go on all day about some of the amazing storytelling I discovered in my Baldur’s Gate 3 runs, but there is a reason the game has inspired massive dedicated communities and meme groups. It is very funny.

The game strikes the perfect balance between hardcore D&D storytelling and extremely lighthearted moments. Follow up on the siege of the goblin camp with some time spent letting Volo cause cranial trauma. Slip a scroll that summons a murder-obsessed quasit into a coffin somewhere. Let someone lick a spider if they so choose. And like I mentioned above, let your players roll to see if they can literally persuade a character to die. I promise you they will tell that story to other D&D fans for the rest of their life.

Returning to Camp

What makes Baldur’s Gate 3 so addictive is just how well it adapts the best parts of a D&D experience into a video game setting, and that even includes being amazed at just how hard you can laugh with your friends.

Baldur’s Gate 3 is now available on PC, Mac, PlayStation 5, and XBOX Series X/S. Have you been inspired by Baldur’s Gate 3 in your own games? What aspects have you brought to your own proverbial table? Let us know in the comments!

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Riley Silverman (@rileyjsilverman) is a contributing writer to D&D Beyond, Nerdist, and SYFY Wire. She DMs the Theros-set Dice Ex Machina for the Saving Throw Show, and has been a player on the Wizards of the Coast-sponsored The Broken Pact. Riley also played as Braga in the official tabletop adaptation of the Rat Queens comic for HyperRPG, and currently plays as The Doctor on the Doctor Who RPG podcast The Game of Rassilon. She currently lives in Los Angeles.

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