There are a lot of paths to your first time as a Dungeon Master. Maybe you've been playing for a while and finally want to take a peek behind the screen. Maybe you and your friends are all new to Dungeons & Dragons, and you've decided to take the reins. Regardless, if you're finding yourself about to sit down to run your first D&D games as DM soon, we're here to help.
We've compiled a few tips, as well as some videos and other suggested resources for getting started running your first D&D campaign.
- What Is a Dungeon Master?
- Your First Adventure
- 7 Tips for New DMs
- Resources for New Dungeon Masters
- Your Next Journey
What Is a Dungeon Master?
The Dungeon Master is a vital role to the D&D table. While players will bring their characters to the game, the DM will provide everything else. But what does that actually mean?
In basic terms, the main responsibilities of the DM are to narrate the adventure, control the monsters during combat, roleplay any nonplayer characters (NPCs) that the party might encounter, and help move the story along. There's more to it than that, but we don't want to overwhelm you. You're just getting started!
What’s an NPC?
For those just getting used to roleplaying games, NPCs refer to any characters in the narrative that aren’t portrayed by the players. This includes anyone from a barkeep that players might hit up for information, antagonists they may encounter deep in a dungeon, to strange women lying about in ponds distributing swords. Having a nice stable of NPCs is a great first step to filling out your fantasy world. Keeping notes about them and having a few ready for your players to encounter is a great strategy.
Your First Adventure
If you're looking for an adventure to kick off your DMing tenure, the new D&D Starter Set comes complete with a ready-made campaign, Dragons of Stormwreck Isle. To get a close eye view on what running a D&D encounter entails, we've got a comprehensive walkthrough video for running the first encounter: Drowned Sailors.
Once you're feeling comfortable enough to run that encounter, you’ll be on your way toward continuing the rest of the Dragons of Stormwreck Isle adventure. You can read through the text of the adventure, and check out another walkthrough video to build your confidence for running it.
Get a Taste of Stormwreck Isle for Free
D&D Beyond users can freely claim Intro to Stormwreck Isle, an introductory experience that teaches new Dungeon Masters and players how to play Dungeons & Dragons. The experience only requires 1st-level characters and can be played in a single play session. It also offers premade characters, making it even easier to pick up and play.
If your players enjoy Intro to Stormwreck Isle, you can continue the adventure in Dragons of Stormwreck Isle, which takes characters to 3rd level.
7 Tips for New DMs
It's easy to get overwhelmed as you begin your DM journey. So here are just a few basic things that you might not find in any rulebook but are good things to keep in the back of your head, or even listed on a post-it note on the back of your DM screen, to remind yourself to take a breath.
1. You Don't Need to Know All the Rules
One of the most intimidating aspects of starting to DM is feeling like you need to assign yourself a task of learning every nook and cranny of lore ever written. Here’s the neat thing, you don't. While it is highly advised that you get comfortable with the basics, such as skill checks, initiative order, and things specifically relevant to your campaign, it’s also OK to check the book. Most DMs do, even DMs who run games professionally.
2. Communicate With Your Players
There’s a false image sometimes of Dungeon Masters as the opponents of the players. Of being the scheming antagonist hiding our sinister secret behind a screen. But in reality, when you're DMing, you're working with the players to run the game and tell the story. Yes, you do control the monsters and set up challenges, but you're doing so in service of making the game fun and interesting for everyone at the table. So when there is something that you feel needs to be talked out, do it! Maybe it’s just asking a player to more clearly explain what they’re trying to do so you can tell them what to roll. Or noticing if players missed a plot detail and making sure they understand what has happened so far. Much better to talk stuff out as a team than let either you or your players grow frustrated.
3. Practice Makes 'Better,' Not 'Perfect'
There is no such thing as a perfect DM. Every DM will have things they excel at and things they’re weaker on. Maybe you're excellent at crafting mysteries but struggle to keep the momentum going in combat. If you recognize things in your DMing that you wish you were better at, try practicing them. Ask some friends to let you run a few combats for them, just to get the hang of it, for example.
4. It's OK to Start Small
Trying to jump into a full, book-length campaign as your first foray into DMing might feel a little daunting. If you just want to get your feet wet, try running some one-shot adventures, such as those found in Candlekeep Mysteries or Keys from the Golden Vault. The adventures in these anthology books can be run on their own or strung together into an episodic campaign if you and your players get into a groove and you want to continue with the same characters.
5. Be Flexible
No matter how much you prep or how much you plan, at some point your players will throw you an absolute curveball. They may opt to solve a problem with a method you never saw coming. They may become obsessed with a random NPC you described next to them at a tavern, instead of the quest-giving NPC you put over in the corner. They may insist on immediately following threads you had only intended to tease for later. Be willing to follow the momentum and shift your plans accordingly. Maybe that fun NPC is now your quest-giver, or can lead your players in that direction somehow, for example.
6. Prep to Your Comfort Level
A lot of DM advice can run the range of "don't overprepare" to "prepare for everything." But both suggestions are intimidatingly vague and ultimately not very helpful!
If you've never run a game before how would you know what preparation is or isn't necessary for you? As you figure out your first sessions, be honest with yourself about which aspects of the adventure you really want to make sure you have completely prepped and which stuff you're okay being loose on. It's different for everyone. You may need to have sheets of monster stats ready to go, or you may need to have maps prepared for every possible location. Or you might be more comfortable having a basic quest target in mind and then using a published map and a random encounter generator for combat along the way. Both approaches have the potential to make fun and exciting games.
Manage Your D&D Campaign With D&D Beyond
D&D Beyond is the official digital toolset for Dungeons & Dragons. When you sign up, you gain access to helpful tools that make DMing easier. You can create a campaign that your players can join, giving you easy access to review and reference character sheets as you play. Use our built-in search function to quickly reference the game's Basic Rules and any materials found in books you've purchased. Or use the encounter builder to search through monsters and prepare and run combats on the fly.
7. Don't Worry About Being a Voice Actor... Or Even an Actor
This valuable bit of advice for roleplayers is doubly true for Dungeon Masters! DMs, especially new ones, often feel a bit pressured to have a whole catalog of character voices ready to go for each and every NPC the players will encounter. If you're someone for whom doing various voices and characters is part of the appeal and fun of running a game, then absolutely do that! But if you're one of the many, many people for whom this sounds terrifying, it's perfectly fine to give all of your characters your own voice or even to be more descriptive about what they're saying instead of trying to recite long bits of dialogue as the characters.
Resources for New Dungeon Masters
Core Rulebooks
You can run D&D games using just the information found in the Basic Rules, but here are some of the resources for DMs:
Dungeon Master's Guide
The Dungeon Master's Guide is exactly what it says on the tin. This book aids you in creating NPCs, rules for more complicated gameplay such as chase scenes, and even details on the various planes in the D&D multiverse, just to name a few of the many useful resources you'll find in its pages.
Player's Handbook
Though it is more geared toward players, a DM should have some familiarity with the Player's Handbook. This book can give you deeper insight into the species, classes, backgrounds, and spells your players have chosen for their characters so you can have an idea of what to expect in your early games, and to be able to discuss questions they might have about how different aspects work within the narrative.
Monster Manual
The monsters found in the Basic Rules give a taste of the adversaries your players can face off against in battle. The Monster Manual expands on these and includes some of the most classic creatures in the D&D lexicon. You can find info like a breakdown of the main types of dragons, the coven abilities of hags, and even an assortment of stats for NPCs on the go.
Your Next Journey
For DMs looking to expand their gameplay experience even beyond the basic and core rules, here are some great next steps:
Essentials Kit
The D&D Essentials Kit can serve as both a supplement or alternative to the Starter Set. The Essentials Kit comes with its own adventure, Dragon of Icespire Peak, as well as some spell cards, and a poster-size map. The Essentials Kit is a great intermediate resource for newer DMs who may feel ready to move beyond their first adventures but don't want to jump all the way into an epic-length campaign.
Homebrew
D&D has a wide assortment of published campaigns, spells, magic items, and more. But part of the fun of running a campaign are the personal flourishes you'll bring to the table. Homebrewing is the act of creating your own personal content to include in your games. You can build entire adventures, make up personalized magic items for your players, and even draw out your own dungeons. If you're looking for some inspiration to begin your own homebrew journey, check out the many amazing homebrew creations made right here by the D&D Beyond community.
Videos
The team here at D&D has worked hard on video content to help you strengthen your gaming skills. Here are a few of our favorite videos created with new DMs in mind:
- Create a D&D Adventure in 10 Easy Steps with Amy Dallen
- Advice for the New Dungeon Master with Tanya DePass
- Let's Build a Starter Town from Scratch
While there is typically more work involved in DMing than in being a player, it is an extremely rewarding experience for many. The thrill of seeing a narrative you've been prepping come together to the delight of your players is a pretty unique rush. It can be fun to chase that feeling over and over again, especially as you grow. While the tasks of a DM are plentiful, hopefully these tips and resources can help you get started on a long and exciting journey of running the game for your adventuring party.
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.
The his is the absolute best resource I’ve ever seen for new DMs: (https://m.youtube.com/watch?v=e-YZvLUXcR8&list=PLlUk42GiU2guNzWBzxn7hs8MaV7ELLCP_&index=1&t=22s).
Good article! I am sending this to my student gamers :)
Excellent advice. Though there isn't a lot I can think to say that hasn't already been said, my advice is to be careful when throwing monsters at low-level parties, especially if the players are new. For a decent combat encounter at levels 1-3, I'd suggest around 1.5 goblins (or similar creature) per player, reducing the amount a little if you have a stronger monster (such as an owlbear or bandit thug) in the group.
Part 2 of LMoP contains a small random encounter table which works decently, but gets repetitive quickly. Try making your own, or even expanding the table to a d20. And remember that not every encounter needs to be combat; the players might cross paths with a small clan of goblin adventurers who are in search of a quest item, or a hobgoblin blacksmith who sells high-quality gear. You could even roll on the table twice, figure out the outcome of both encounters crossing over, and have the players come across the aftermath (or even a fight) e.g. you roll for 5 kobolds, then 1 owlbear; the players could encounter those kobolds in the middle of a fight to the death with that owlbear, and the kobolds could show the players the path to a nearby settlement or resting spot if they help kill or otherwise drive away the owlbear.
Oh and take notes on the session. Trust me, they'll help you immensely.
Edit: last thing: there's a ridiculous amount of tools and advice online (such as the article you just read). If you're playing digitally, D&D Beyond, Roll20, Owlbear Rodeo, and Kobold Fight Club are all excellent resources.
Thank you for this article. It's a very useful resource for new Dungeon Masters.
Unfortunately, this doesn't include information on the rules and how to play. That being said, adding stuff like that would almost certainly make the article way too long, and this is still an incredible tool for new DMs. Again, thank you Riley. You have truly done a great service for the community.
Matt is a river to his people!
Excellent article!
Just maybe add something about the point of running a campaign. It's not just for the players to have fun, but for the DM too. This is not a service to friends, it is fun for the DM.
And there are ways to make that true. Ways to make "forever dms", "Forever DMs!!!"
I approached this in a post I wrote (just a few hours before this dropped) but not in such a good way (minus the ads of course). If you feel like it amend this by adding a paragraph or 2 on the Fun of the DM as the point of being a DM.
maybe they are building up to it. Maybe they will amend this, or use this as a launching platform to make a DM school, like the videos Mat of MCDM did.
Thanks, needed this!
Another I would add is don't Rail Road your players. This fits as a subcategory to Be Flexible, Player VS DM mindsets, and the Don't Overprep
While players can throw you a curveball on ideas for solving a puzzle, an NPC ect. This is something that comes with experience, you do need a certain level of prepping for the adventure and being ready.
Don't be so dead set on a puzzle that can only be solved one way, that an adventure can only go one way, ect. I've had DMs who over-prep to the extreme that players are in a severe tunnel of only being able to solve a puzzle one way or a narrative must flow that way and if players don't "trigger" the encounters correctly, the game bogs to a grinding halt or a counter for every idea because it's a DM who plays in a manner that players must out-think them. That DM wasn't fun and I along with others don't play with them anymore.
If a puzzle can only be solved one way, give hints and provide a means for characters to solve it. But don't expect players to know all obscure knowledge. In Witchlight for example, with the Carousel, there are puzzles with the horses. I got all of those instantly the moment I heard them the DM had to slow me down, and let the other players solve their clues. When a player got stuck, I was allowed my turn to help and a couple of players grabbed phones to do the word solving once they had a clue and one player rped it out getting his solution in character. The book even has alternative puzzles for players. Intelligence checks that can be made where the DM lets the other players know these are proverbs.
I've done puzzles with visual handouts where players get to solve it or I repeat the riddle as needed.
Certain encounters do need to happen and must happen. As DM, don't be too completely deadset on how they must happen.
Don't over-prep to the point you're nerfing every player idea to try something to solve a puzzle, asking for clues or hints, that NPC the players glommed onto, yes make them the Quest Giver. Was there a macguffin a player sat on? It's no longer the macguffin, another item is now.
Are your players in character interacting and planning something? Use that info to help plot out the encounter and scenarios but don't nerf it so badly the ideas don't work. Heists can go wrong, but unless that NPC is using scrying don't have a counter for everything that it fails and players give up.
Thank you! This helps a LOT!
Your point about puzzles is spot-on. Someone in my group ran a Pathfinder game a while back, which was about 90% puzzles. Neither me nor the other player enjoy puzzles, and the DM expected us to figure out the exact combination of actions to take in the exact order. It didn't help that we had barely any description on each room, and that we had absolutely no hints.
Puzzles can be difficult to gage for a group. Some players like them, some don't. Some DM's like them, some don't. I've had some DM's go out of their way to make puzzles too difficult to solve and then gloat at the party how we weren't going to be able to solve it. That entire session ground to a halt and our characters went to do something else and let this giant gold orb the size of a carriage sit there.
I don't like the old Grim Tooth Traps from back in the day for being death traps as that tends to encourage the Player vs DM mindset unless that's covered in session 0 of hey, this is a very deadly dungeon.
There's Tomb of Annihilation that is outright deadly and one puzzle to unlock access to a room. There's an article talking about how yes, let the barbarian get so frustrated that they bust down the door in rage and break through.
One of my groups likes puzzles. Visuals help and the group was able to see the puzzle in action as they worked through it. It has to be solvable and as DM you have to provide clues and hints. Repeat descriptions and if you're players are that frustrated, call for an Intelligence or Wisdom check and walk them through it. Narratively, not condescendingly.
And I've had a puzzle that is part of a lock for a beginning dungeon that a player complained was too easy and given his facial expressions, it was hard for them and they hated it. But I had visuals. So I don't always throw puzzles out, but there must be ways for players/characters to solve, even if you're down to give me a dice roll.
Yeah, puzzles are difficult to get right. The DM in question was definitely in the right mindset (they weren't bragging about how difficult the puzzles were or anything, and they're never a "DM vs. players" kind of person) but the puzzles were just super confusing. We ended up just agreeing to end the game there, as the DM realised how convoluted the puzzles were pretty quickly (the last 1-2 sessions were literally just me and the other player trying different things to solve it, none of which worked because they weren't the correct solution).
Some things just require trial and error. After we ended the game, the DM said they'd throw significantly fewer puzzles at the party in future. I don't hold that mistake against them; it was a learning experience for everyone.
So nice to see love for DM's!
I have played for over 20 years now. One thing I noticed however is.
Pools of radiance of back in the 80's the computer game had a big focus on party composition. Like Cleric, thief, wizard and a combo of fighters, Paladins and or more clerics!
Back then when transferring our computer experience with TTRPG's. DM's and players often spent time developing a party with a party name and all..
This idea also used to be like 6 PC'savailable in Pools of radiance and 5 to 6 people fit nicely about a table.
Now games I feel have parted from developing your party, and into your own character. Which truly in the 80's we wanted!
But the idea of teamwork, developing a group of people who all have different skills that complement together has gone missing a little.
To best DM and develop a story or history for the area you choose to play. Having your players organize themselves as a team first, then characters after helps everyone feel included and important.
Focus on the players first, like a special forces team sets itself up. Choose or influence the goals the PC's have (your story or a published one) Tell your players that your game is set in the freezing mountains of the Spine of the World, or the dust-filled deserts of Anaroch. Before they start making characters. Then like suggest what races, and classes suit your story, or adventure plan.
Good communication early, focus on the PC's as a team dependent on each other. Helps build a good experience for everyone at the table. Including the DM!
My advice KISS - Initially run a certain style of game that makes it easy to be a DM - Theatre of the Mind - Quick Simple and Dirty is your Mantra
1. Don't read the rules - Instead just Read the adventure such as the Lost Mines and then the day before the Re-Read only the first few encounters that will likely take place in a session - Also don't prep beyond this just think about what people PC's/NPC's/Monsters are like and what they might do or how they might react or what they might do, motivations and personality again don't over think this perhaps only 1-3 key points
2. The rules are: If they the player roll high its a success - roll low failure - that is far as you want to go rules wise for the first 4 or so sessions - Do not try for rules accuracy just keep it moving fast - Go with what players want but if for example if Initiative makes it too complex and takes up to much time it might be easier for you as you start out and have to run a load of monsters as a DM to arbitrate for example the players roll 1d6 - 1-3 they go first this round 4-6 the monsters go first and they roll each round. Make stuff up see how it goes
3. Inform the players they need to be supportive and they not you are in charge of the narrative, you just add add a few descriptions and arbitrate - 80/20 The Players should be talking 80% of the time and you 20% you can now drink a cuppa and relax for most the session
4. Inform want to be Rules Lawyers they can run there own games as they see fit - make that super clear respect the wishes or other DM's when playing there games as they should with you - Now you don't need to worry about rules
This Method: Your not in charge your not a god in charge of the world, rather now your role is now an arbitrator provide a few descriptions relax and have fun. Running it this way it's all suddenly super easy, having Fun is down to a given individual and is an arbitrary concept at all times you want to have fun for yourself first then think of the players fun - arbitrate it that way :).
Thanks for this. I am trying to create my first Dm session.
Thanks for this, I literally just got into dnd like a month ago, so I’m planning a campaign to run eventually, and this was very helpful. (I say eventually because I’m already in a campaign as a player)
As a new DM (Ive only run two games thus far), I was not aware that you can award your players with non-combat XP. So only throwing monsters at them to help level up isn't necessary, but rewarding XP for shopping, puzzle solving, trap finding, NPC interaction or party interaction is also allowed
All the best! Enjoy the world you are creating!
Indeed. As the DM, anything you deem suitable is allowed. If there is a rule your group dislikes, you can choose to ignore it. If your group wants a more survival-based game, you can change the rules to accommodate that. You could even ignore XP entirely and play using milestone levelling.
This is good for me, as I am the dungeon master at my school's club.