There’s nothing more important to keeping a Dungeons & Dragons game together than a solid Dungeon Master. But with D&D being so much more visible these days, there’s a lot of pressure to compare how you run your games to more recognizable DMs from podcasts, livestreams, and even YouTube tutorials. With so much attention on other DMs, it can be hard to see and appreciate your uniqueness.
In fact, as I interviewed several DMs in preparation for this article, I quickly learned that even some skilled DMs whose tables I’ve enjoyed playing at mostly spoke about their personal style in the broadest of terms. My theory for this phenomenon is that, once you’ve settled into your own DM style, you’re likely running mostly on intuition and instinct based on what has and hasn’t worked before. Putting that into words can be difficult.
With that in mind, I've attempted to codify what I see as some of the most common tropes one can find in Dungeon Mastering, in hopes that it could be a useful tool for you to figure out your own style, or to find a DM that best suits you. It’s important to note that the following guide is not intended as a quality judgment on any of the listed styles.
Choose your Dungeon Master class
Let’s start with some extremes, shall we? Even though most DMs are likely on a spectrum between these two polar ends, here are the broadest strokes on the two major types of DMs. And yes, I borrowed two terms you might see tossed around during NaNoWriMo (National Novel Writing Month), the Plotter and the Pantser.
- Plotter: Similar in nature to the prose writing style of the same name, you have things planned to the number well in advance of the players joining you at the table. Your brain, or perhaps your notebook, is full of countless tree branches anticipating everything the players might do. Their characters won't catch you unaware. You've prepared for their every mood, given a name to every NPC, and pruned the hedges of many fantasy villages. True, the players may not see most of that work play out in-game, but their appreciation for what they do see is still a result of your attention to detail.
- Pantser: The spiritual opposite of the Plotter, the Pantser is named for the way they fly by the seat of their pants. As a Pantser, you have a pretty good idea of what is going on in your game, but for the most part, you’re kind of winging it in reaction to what the players do. You have either mastered the ability to pull a plot out of your pocket or are just good at steering players toward material you've prepared.
Level up with a Dungeon Master subclass
As I said, most DMs will fall somewhere on a spectrum between the Plotter and the Pantser. Someone might be Plotter-heavy when preparing for combats, perhaps stockpiling encounters for future use, but more of a Pantser when the characters are roaming a town. With that in mind, I’ve categorized various types of approaches to gameplay. I believe that each of these styles has its merits and can pair well with particular kinds of players, which I've detailed below:
For you, the rules as written may as well be chiseled into marble, only to be modified or adjusted when the powers that be deem that a new sourcebook should usher in a new era. This is your creed because you believe that if you fudge something here or there or go too soft on the players despite their simple soul-crushing rolls, it’ll soften or dim that "wow" factor when things finally come together in full glory. It’s a hard, often thankless road that you walk, but with the table that appreciates it, you're a legend.
Ideal Players: The Number Cruncher could appeal to players who want a dungeon grind type of game or players who enjoy optimizing numbers on their sheet. That’s not to say roleplay-heavy players can’t enjoy this DM style. Some people find a story resolution more satisfying if they know their DM stuck strictly to rules as written.
While the infamous and often reviled “rules lawyer” is a frequent D&D punchline, their benevolent sibling is the Rules Sage. As a Rules Sage, you've studied your books closely in order to avail yourself to calls on every nuance of spellcasting, every form of cover, every trigger for a rogue’s Sneak Attack, and more. You do this not to debate rules, but to settle debates. No one will spend precious game time searching through books at your table if you have anything to say about it. You’re ready with your bookmarks so that when your players have a question, you're ready with the answer.
Ideal Players: Players who care about getting the details right but who also struggle to keep track of things on their own will find having an expert at the table comforting.
It’s possible that you know as many rules as the Rules Sage, but it’s equally possible that you only scanned your books long enough to learn about the rule of cool before calling it a day. It’s not that the rules don’t matter to you, it’s that you’ve decided at your table that they’re better served as loose guidelines. Rather than stop the gameplay to look up the exact wording of an ability or class feature, you go with what sounds right in the moment. You’ll look up rules when the situation is important and calls for it, but otherwise, you’re usually just going by the vibe of the table to make a call.
Ideal Players: The Vibe Checker will work best for players who care more about story momentum than the nitty-gritty details of the game text.
There comes a time in every D&D game when the players will collectively come up with the most ridiculous and foolhardy plan possible to get through a situation. Rather than try to protect them, you're thrilled to hold their metaphorical beer to see what chaos unfolds.
Ideal Players: The Beer Holder is well-suited for almost any table since most players will get the itch for antics at some point. The exceptions are those who might get upset if their characters meet an untimely death because they messed around and found out.
You've crafted a dense, intricate narrative and you’re excited to lay it out over the course of a campaign. There's less room in your stories for wild player diversions because you have so much story to get to. You may create smaller, more malleable stories within a larger arc, which allows for players to get that sandbox style feel in a game, but overall there’s a big story unfolding and you'll get your players there, dangit.
Ideal Players: This DM style is ideal for players who enjoy the feeling of living inside of a fantasy novel. They love piecing together story puzzles as they move through the narrative.
Imagine the game as a series of city streets—the buildings, the road, the layout. The Taxi Driver invites the players to jump in and say where they want to go.
As the Taxi Driver, you might take some diversions down back alleys and side streets, but ultimately, the players set the destination. Full disclosure: This is how I tend to roll as a DM personally. I plan out a story and try to figure out exactly how it might play out if nobody ever intervened, but then I invite the players along for the ride and adapt my story based on their choices, on their character arcs, and on what they seem to most want to do.
Ideal Players: Players who feel particularly invested in their characters and their role as heroes in the world they inhabit will appreciate the Taxi Driver. If you spend a lot of time on your backstory or figuring out the momentum of a character arc, you likely want a DM who will invest time with you into paying that off in interesting and unexpected ways.
What's your DM style?
The above examples are an extensive yet still limited look at how different DMs approach the game. I intentionally left out nuances like doing character voices or including pop culture references in-game because I feel those are more aspects of the culture of the table. While the DM certainly has a voice in those matters, they’re best discussed during session zero and similar conversations.
Perhaps you recognize your own DM style in the above examples, or perhaps this silly list has inspired you to think about your unique style. Either way, it’s always good to know what it is you bring to the table.
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.
I am a proud Pantser/Beer Holder.
While it's usually fun and dandy when your story unfolds as it should, having hosted public tables made one thing very clear to me: Unless you are a DM with a fixed group and you know how they tick, they will usually divert from the plan that you made up for them, so it's always great to have the ability to wing it, and let any sort of chaos simply unfold, as that is what your players have come up with and present to you and their team with a certain pride.
I have an outline for where I would like the story to go, but I know that the party is chaos, and have learned to embrace said chaos. As such, trying to fashion a full story and insert the characters just pisses me off. Instead, I have crescendo moments that I know I want to include in a story as it comes together from the input of the table. As we come to points where those moments are relevant, I introduce the crescendos as I see fit, adapting them as to fit the situation. I like this method, as it makes the storytelling significantly more freeform and fluid, which is supremely accommodating for a party.
I feel that this approach has helped me to become better at improvisational retorts to unexpected responses by players to my best intentions. My favorite thing about all of this is providing the fuel for the fire that these trash goblins liberally ignite whilst dancing around the burn barrel with reckless abandon. Sure, sometimes they burn the shit out of themselves, but it fun as heck the entire time.
Perhaps, when I first started down this path, someone would say I am flying by the seat of my pants. I like to think I am flying loose stick in a shot up B-52, while the bomber crew is trying to keep it from flying apart in the air. We have a story, we have a path, but unexpected elements pop up and must be hammered down or pitched before we can progress sometimes. And sometimes, you gotta watch one of your buddies ride out of the bomb bay on a high yield tactical nuclear warhead like Slim Pickins.
So yeah, I guess I'm a Pantser (sub-Plotter), Telenovella-ist, Vibe-Check...1...2, HOLD MAH BEER kinda DM.
I'm definitely a Pantser that is trying to push myself more into the middle towards Plotter/Pantser multiclass.
In this regard I seem to be a multi-classed DM. A plotting, pantser. With beer holder sub class. I spend countless time putting together a campaign and end up flying by the seat of my pants as players engage in shenanigans. Then spend time after a game session plotting out consequences and repercussions of the players actions. (DM homework.) Then modify my already built campaign as the players make changes of their own. All to end up doing it again next game session.
This gives players a real sense of having an impact on the game world around them. Often my campaigns evolve beyond my wildest expectations. The DM homework is more intensive as you navigate the "ripples" caused by players in the campaign. The biggest challenge of this DM style is keeping up with players as they do their own thing. It can be disappointing to a player if the DM forgot some shenanigan they did last game session and miss out on evolving the game. I keep a note pad with me and quickly scribble down actions the players take that will garner consequence. If I don't need to come up with something off the seat of my pants right away, the notes in bad hand writing help plot the way forward.
I enjoyed this article. It made me think hard about what players enjoy about my game sessions. Also...why I always end up the DM. My players either enjoy my games too much to give up their DM. Or they just don't want to DM and I am the obvious choice.
See I am more likely to think of the Taxi Driver as "Tour Guide"
Fellow vibe checkers: it is unwise to not know what your doing and run like 5 homebrew campaigns at once(please tell me I'm not the only one who does that and still don't have enough players or actually know what I'm doing)
Planner, Rule Sage, Taxi Driver.
I plan things out, and make various scenarios that if players don't interfere will play out in a certain way. But i want to give them the freedom to choose their path and make general outlines of the 'tree' and as they make their choices focus on certain 'branches'. But i don't improv the best so a certain amount of each idea needs to be planned or have a baseline. Like the party's favorite shopkeeper got robbed. They can go to their friend in the guards and crack down on local crime, they can question nearby shops and civilians, the rouge with Theives cant might pick up on back-ally chatter of someone trying to move the stolen goods. I don't need to script out their every word but just have and idea of what happened and ideas of how they can approach it. Also I like knowing most of the rules so i know what is possible. I don't want
"The door is sealed before you-"
"I use dimension door"
"okay but you don't have line of sight..."
"I don't need it. I wanna pop up 3 feet on the other side."
*looks at spell* (oh shit he can do that)
"Uh the arcane sigils on the wall deny your teleportation"
"what sigils? can i take a knife and scratch them off? what about dispel magic?"
*fudge~~~~~*
I'm a Plotter/Pantster multiclass.
I am a solid Pantser. The characters in which I DM for always choose the most random actions as if they´re TRYING to do what I least expect. For this reason, it is very helpful to be able to just go with what they say, and HOPE that I can find a way to tie it back in to the original story line.
100% my style exactly. Cheers to you lad
Definitely a weird mix of novelist and vibe checker, as well as both a planner and a pantser - I'm here for a good time, but also want to help tell a meaningful story. This was a fun article - thank you!
I feel like I fall into a middle ground, 60% plotter, 40% pantser, just to be sure if my PCs decide to go somewhere, I've got the world built up around them enough to make it feel real, and to not make every key detail feel like a gimme. As for the style of DMing, I feel like I'm floating around the more story-driven styles, but, and perhaps this is just semantics, I think there's a soft middle ground between the Taxi Driver, the Novelist, and the Vibe Checker in that there are DMs who use character backstory as a way to plan a detailed plot that matters to their players and their characters, but who are flexible and responsive to character choices, dice rolls, and table RP to adapt the plot and the session to the momentum of the story being told, the mood of the players at the table, and consistently vibe check over larger arcs, letting the characters and players drive the narrative without sacrificing the layered plot, or forcing the players into more of a strict progression of events.
im a beer holder with the chaos my party makes i just run with it i'm like if you get a high enough roll go for it
Cool! I never thought of DM's having classes but it's totally true!
Definitely a Beer Holder and Taxi Driver.
As a DM, I'm just... perpetually exhausted.
I am a Rules Sage, though, just as a player. I'm probably not as up to date on newer content, but for most of the core rules, I know them surprisingly well.
*tucks in his butt wings as he holds everyone's drink & sees what unfolds* Now remember kids, don't get upset if you FAFO then die. There's always more fun to be had & you don't know how dead I'll make you. B)
I'm definitely a Plotter, but as for subclass I feel like I straddle most of them. I'm certainly a Vibe Checker. I'm also a Novelist-Taxi Driver; I have created a very detailed and lore rich world for my players where a lot is happening even when they aren't involved, but I let them move through it all like a sandbox game and only tackle the things they are interested in. It's very much like making choices in the real world and my players appreciate the detail. And, due to all of the previous things, sometimes I'm a happy Beer Holder as I watch my players maneuver through situations in the world I crafted to feel genuinely living and breathing for them.
Number cruncher, Vibe Checker, Rule Sage and Taxi Driver.
i believe the best DMs are not those who choose one thing and stick with it...
i believe a mix of everything makes you a better DM.
i believe the novel approach is bad, because it makes you a reader DM who just literally AUDIO BOOK your players and i find it bad to just think your players will preffer to be spectators. i have seen players who like that, just having a character no background just listening to others and being part of that combat. but honestly those players are often very boring at the table, never taking parts in anything. they ar eliterally just spectators. i believe thats not D&D.
The beer holder is good in certain scenarios but just like the novelist... those foolhardy plan derails a campaign so hard that it often becomes a parody. and to the DM who took a lot of time to make that world, he might not like his players starting to call names on bosses and turning them to a chicken for sake of mcnugget jokes ! i believe humour has its place, its cool, but going too far into it just breaks immersion and i the end, your game becomes a joke instead of an epic adventure.
even the vibe checker needs the rule sage or the number cruncher to legit be anything... otherwise you get players abusing your OK and stopping using any rules whatsoever just because, hey i can do much more if the DM says yes ! i think the "if i convince the DM to say yes" attitude is what breaks many a game. sure cool is good, but if you go for cool every single time... its gonna get stupid real fast.
Im definetly 70% rules sage 10%rules lawyer 20% beer holder