This article is the first in a series of articles to help new and prospective dungeon masters start running games. We’ll cover a wide range of topics in this series, all with the goal of getting over the hurdles and speed bumps that get in the way of running a great D&D game.
Dungeon mastering requires a plethora of skills. We must think on our feet. We must have at least a basic understanding of the rules. We must know the world and setting of the game we’re running. We must build off the actions of the characters. We must put together a compelling story from what happens at the table.
No part of dungeon mastering is more difficult than finding a good group of players and keeping it together as long as we can.
We can pick up all of the other aspects of running a D&D game as we run them, and we’ll talk about many of these skills in future articles. Getting the right people to the table and having them come back from game to game always requires hard work and attention.
In this article we’ll dig deep into this topic. We’ll identify the best places to pick up new players, describe techniques for getting the right players to the table, and talk about how we can keep our group together for years to come.
A Summary for Finding and Maintaining a D&D Group
Here is a quick summary of tips and tricks for finding players and keeping a D&D running smooth year after year. We’ll get into all of these in this article.
- Seek out D&D players from your friends, family, friends-of-friends, and co-workers.
- Visit your local game shop and seek out Organized Play games to meet D&D players in your area.
- Use Meetup.com or Facebook to find players or groups in your area.
- Join and run games online to get old friends together or meet new friends from all over the world.
- Maximize the chances of finding a great group by connecting with as many people as possible and making our desires to play D&D well known.
- Get the right players to the table by running single-session or short-run campaigns to see if people are a good fit for the group and vice versa. Run it outside of a regular game time so there’s no feeling of rejection if the game doesn’t continue.
- Choose a regular gaming schedule that works well for the group. Send reminders a few days before each game to build in the habit of the game into the players.
- Keep a list of on-call players who can join in if a regular player cannot. Five to six regular players and one to two on-call players can keep a group running well for years.
- Always seek out new interested players so you’re ready to fill in a seat when real-life pulls a regular player away from the table. Long-standing games succeed with a clear process for adding new players as others step away.
Where Can We Find Players?
While the internet has completely changed how we communicate these days, the most common ways to find players for a D&D game continues to be face-to-face. In hundreds of discussions on the topic, many players and DMs describe finding their group through their friends, family, friends-of-friends, and coworkers above other methods for finding games.
Friends and friends-of-friends has always been and remains a great way to recruit players for a D&D game. In many cases our friends tend to like the same sort of things we like and all it takes is a little nudge to try out some D&D. If our friends like board games or computer roleplaying games, it’s an easy step to move into D&D. The same holds true for family members. We never know if our spouses, children, and extended families have an interest in playing D&D unless we ask.
Many D&D players and DMs have put together or joined groups through co-workers at their jobs. If we’re lucky, we might work with other fans of science fiction and fantasy who would enjoy a fine game of D&D. We never know if we don’t ask, so mentioning our love for this game among our co-workers is a great way to find new players. Sure, many of our co-workers have no interest, but a few might and those few might be perfect for our game. The perceived social stigma of admitting our love for the game might make this hard but the game’s popularity and growth over the past four decades have pushed it much more into the mainstream. It might be scary to mention our love of D&D in mixed company but it gets easier every time we do it.
Local Game Shops and Organized Play
As it has in the past, many players and DMs still find their groups through local gaming stores that run open games of D&D. This isn’t an option for everyone but if we do have a local game shop, we can drop in and let the owners know we’re looking for a game.
Local game shops often run organized play D&D like the D&D Adventurer’s League. These organized play programs give us a larger campaign world and an overarching story that lets DMs and players share the same experiences from table to table. Various gaming conventions all over the world likewise expose us to a huge range of players who share our same passion for the hobby.
For some, organized play games are the perfect way to enjoy D&D. Other players prefer a more stand-alone experience with a single DM and a consistent group of players. Playing with local organized play groups can lead to both options, however. There are few better ways to recruit for a home game than to talk to players and DMs who already play and love D&D at the local gaming shop or convention.
Finding Players and Games Online
Though many people find or build D&D groups through face-to-face contact, the growth of the internet has given us all new ways to connect with other players.
Meetup.com remains a popular way to set up D&D events in a local area or see what events others have going. Organizers also tend to use Meetup to advertise organized play and home games. You can also put up your own request for a game if we don’t see anything going on.
Facebook has a very healthy D&D discussion group and there are many local D&D groups listed there. It can take a little work and research to find the right place to post a request for players or a game but it can be worth the effort.
Our own D&D Beyond forums contain a “looking for group” section to help players find groups and groups to find players. Give it a try!
Running Games Online
So far all of the places we’ve mentioned point towards finding local players and face-to-face D&D games but for some, playing D&D face to face simply isn’t an option or an ideal one.
Running D&D games online through tools such as Roll20 and Fantasy Grounds grew tremendously over the past few years. Running D&D games online removes geographical boundaries and lets us play games with our friends all over the world.
Many groups of old friends have stayed together playing D&D by playing online. These tools often have online forums for players seeking groups and groups seeking players. These “LFG” (looking for group) forums can be hit or miss since they still contain internet anonymity. Sometimes a game works for us and sometimes not. It can take some work and maybe a few false starts before we find the right players and the right group for us. Have patience, grasshopper.
Luck and Persistence
The hard truth is that finding a great group requires some good luck. It’s not a single roll of the dice, however, unless we only try once. By surrounding ourselves with people who like similar things to us and continually making our love for this game known, we’re giving ourselves many rolls of the dice until we finally hit the right numbers and find ourselves in a great game.
If we explore all our options and keep trying, with a little luck we’ll soon find ourselves in a fantastic group.
Getting the Right Players to the Table
Finding players and putting together a game is a challenge. Finding the right players is even harder. As we’re all well aware, not everyone gets along and, for our D&D games, not every player seeks the same thing from the game.
The only thing worse than not being able to find people to play D&D is having the wrong people at the table and not having an easy way to get rid of them. We might have a good feeling for someone only to find out that they’re really not a good fit at the table.
So how do we make sure we have the right mix of players? Try them out.
The easiest way to do this is to run a single-session D&D game, perhaps a four-hour game, and invite prospective players to that game. We might include other players we know and trust who can help evaluate any new players that come to the table.
If things work out at this game, we can set up another game or invite these new players to an ongoing game if we already have one. If they don’t work out, we only lose that single session. Inviting a player to a single session game avoids the potential expectation that they’re joining a long-standing group. We’re not rejecting them if we don’t schedule another, the game was just a single session game.
If we want to give ourselves a little more time to evaluate one or more players, we might set up a four-session mini-campaign and see how that goes.
It feels easier to invite a new potential player to an existing game if we have one but this can lead to a painful conversation if we don’t want them back again. It’s much easier to schedule a single session or short run campaign at a different time and then just call it complete when it’s done. No rejection necessary.
Keeping the Game Together
At this point we’ve hopefully found a good group of players to play some D&D. How do we keep that group going week after week, month after month, and year after year? Like the rest of this topic, it, unfortunately, isn’t easy.
How often we play and how our sessions last can have a big impact on this. Do we play weekly for just a few hours? Do we play a nine-hour marathon session once a month? Each group will likely have their own answers to this question, although weekly four-hour games seems the popular choice.
We’re all busy so it’s hard to fit in anything new. Likewise, not everyone has a full handle on their schedule at any given time. If we want our group to remain healthy, it’s up to us to keep the schedule going and send out reminders every session.
Keeping a Game Stable with On-Call Players
Regardless of how well we set up our games, not everyone can make it all the time. People get busy. People get sick. People have lives that don’t always bend themselves around a game night.
Some groups tend to cancel the game if one or two people can’t make it, but there’s another way to keep the game going even with one or two absences: the on-call list.
When we’re seeking out new players, we might come across one or two who like the idea of playing D&D but can’t commit to a regular game. In other circumstances, we have a stable group of five to six players but find more who want to play. We don’t want to overload the table with eager players who find themselves in a huge crowd with no screen time.
Instead, we can talk to these new potential players about coming on as an “on call” player. When a seat opens up at the game, we can let the on-call player know a seat is open and they can jump in. If the table is full, they won’t be upset if they don’t get an invite as long as it’s clear to them ahead of time that they only join when a seat is free.
Managing an on-call list takes some care. We don’t want players to feel left out or that they’re somehow substandard to the players who have full seats. It’s simply a matter of numbers. In many circumstances players who have changes in their lives step away from the table and become on-call players instead of regular players. This gives an opportunity for one of the on-call players to jump in as a regular. As lives change, some of these players will step away from the table for good and we’ll have someone ready to jump in. At that point we can seek new on-call players.
A group is unlikely to remain stable year after year. If we want to keep our game going strong, it isn’t enough to find players at the beginning of the group. Finding players remains a continual job as long as we keep playing. All of the techniques described above can become a regular pattern for us as we’re always looking for the next player to join our game should someone step out.
If we manage it right, we can have a stable group of five to six regulars and one or two on-call players to fill in when a seat is free. This way it takes basically three to four people being unable to play before we can’t have the game at all.
The Hardest Job of the Dungeon Master
As much as we ponder the rules of the game, sharpen our improvisation skills, and build fantastic worlds for our players to experience; finding players and keeping players remains the hardest job we DMs have. If we want to have a regular game that last decades, it will take constant and continual care to find players, bring them to the table, keep them coming as long as we’re able, and adding new players as we need. Hopefully this article gives you some ideas how you can build your own fantastic D&D group. Keep rolling those 20s!
About the Author
Mike Shea is a writer, technologist, dungeon master, and author for the website Sly Flourish. Mike has freelanced for Wizards of the Coast, Kobold Press, Pelgrane Press, and Sasquach Games and is the author of the Lazy Dungeon Master, Sly Flourish’s Fantastic Locations, and Sly Flourish’s Fantastic Adventures. Mike lives in Northern Virginia with his wife Michelle and their dire-warg Jebu.
I've run open-invite LARPs for World of Darkness. You think getting 3-7 people together month after month is hard, try 35 - with a good percentage of them being undesirable poop disturbers. There's one in every game.
once we had a very bad player... he was a rule lawyer, and he behaved in such a way that we suspected that he wanted to have his character rob ours. we roleplayed conflict in our group amazingly (a paladin and a frigging drown assassin in the same group!!!), but he was just messing for the sake of it.... lasted one session, luckily.
And sometimes you as a player wish to play DnD but can't find a game or a DM ...
I've had plenty of success finding players via Meetup, highly recommend. Also I've found saying that you want to run a twice monthly game means you end up running a once a month game, depending on cancellations. I plan on running weekly, and typically end up running 2-3 times a month (everyone in my group is late 30s to 40s and most with wife and children).
Like dating etc, is a numbers game. Age and comfort zones figure into i as well. Meetup? Same people do he same thing on the same days for two years now. Pathfinder Society or DnD on Tues or Weds nights. Two hobby stores about 40 minutes away each which have open play but its not organized so why drive to see if anyone is there or if there is a spot? I tried a flyer on a notice board at each and got zero replies. Paid for my own meetup but people didnt read the description or follow the guildelines, I go a lot of wanting to join but I wanted for them to apply as to why they wanted to be in it. None did. Roll20? Yeah, would take a lot of one shots to sift through and find the right people. It maybe 2017 but this State, Region, town is sill 1980 with DnD Nerdy Satanic cult thinking. The old gang still plays but they still play the same. Min/Max hack and slash. Initiative kill kill kill exp loot. DnD is about the only chance to play and RPG, no one likes anything else.
This advice is encouraging and really well said. Thanks for putting it out!
lmao this is so true when I first started playing DnD me and my group where having trouble getting along at first like one time (we where playing a sorta homebrew version) the DM had us fight a mimic but are group kept arguing over who was gonna go first or what attack we where gonna use like one person would be like I'm just gonna stab it but then another person would be like no use ice knife or something so finding the right group can really help with playing the game
COOP IN/OUT games are the best for those with moving in/out players. that means anybody can just join the table and leave the next day.
the fun of that one is... Your world will seem much more realistic to your players as like in real life they will be meeting people they will not be seeing back the next day.
the downfall of that is that it is hard to make an adventure for the said people. so you need 2-3 devoted players who will stick so you can design your adventures for them.
Tips from a 5 year long and still standing game.
- don't hesitate to ask your boss if you can have that night off every week.
the most common problem is often work, but the reason that is, is that people are afraid to tell their bosses, i'm not availlable that night. it is something we all know is not right. contrary to popular belief, bosses most often care for their employees and knows it is in their best interest to keep said employees sane of mind. otherwise its their company who will lose out the most. now, give them that night once in a while and you get what you want and they will too. now some will say bosses only care for money, but that is not true. most of the bosses do that job not just cause it pays off, they do it cause they have a desire to fill somethingt hat is missing. nobody does a dead job for long ! (dead job is a job you do but hate at all cost) so conclusion of this little tip... do not hesitate to talk to your boss or scheduler and tell him you need a night off every week because you your hobby is in that time slot. Of course it is easier to ask for a week day and not a weekend day. Friday night might seem like a bad choice to ask, but it is actually a great choice to ask. because bosses usually have problems finding people during weekends, which do not include the friday. so the reality is, if you work your weeks or weekends, then chances are that bosses will give you the friday night off. all you have to do is ask. of course some bosses wont care, others wont matters. but reality is, if they call you out of nowhere or ask you to do overtime... its not because he wants more money, its truly because he is missing out on something and really really need the help. Bosses are people too you know, they have problems of their own, just like you do. and this is why you should talk about it instead of hoping you get your nights off. you'll be surprised by how often these bosses actually give you a night off for your hobby just so you can get back to work clean and fresh the next week.
- Don't can a game because 1 person is missing. do not can a game because 2 are missing... some of these people really need those games to decompress their week... I have upward of 9 players in my current friday night game. the only time i can the game is when i am not there and even there i suggest someone else DM a one shot. but fact of the matter is, in my current friday night game... like 5 of us are on calls, we can get called to work like in the middle of the game. so sometimes they either don't show up. or they show up late. if i had to wait for them, games would never happen. how do you deal with a missing player is my next point. but honestly, just go on with the game, don't wait for that player to arrive, don't can your game because one player is missing. in the end if you do, you will be missing out and your players devotions might fail at that point.
- dealing with missing players in game is a real hassle... but not in coop in/out games ! i talked about it at the beginning, but what does that mean ? it means people can come in and out of your game without the hassle of you finding a way in and out of your game. because the reasons why they joined and why they left is already implyed in your game. the reason they joined.... adventure. its part of the very core of what we're doing at the table. so why bother finding a reason outside of that ? why they left ? well the mission was over, why not ? they had other places to see and they weren't gonna see the same place you do. some of my players misses out some of the ark. no matter, when asked where he was and why he wasn't helping, he said "i have a tavern to build you know, someone needs to be there for the contractors." and that was true, they had bought a tavern while they were away. that player is in and out often, so that tavern became his good reason to leave and join back in. no need to figure it out more.... but what if its in the middle of combat ? well they are there, just AFK (Away from Keyboard) its the most ridiculous thing int he world, but its also the most easy way out of finding a good story point. your players will laugh it up first, then get used to it. Adventurers League uses that method so should you !
those are mostly my tips for new DMs.
things i've learned over the years that happenned to be my fault as to why groups would not stay together. i have now 2 groups, one of which i play and DM and the other that i DM. both have been going on for at least a year now. Wish i had known these tips and managed them years ago.
Good points! Thank you!
On the subject of the article, does anyone want a newer player to add to their group? I have had a lot of trouble finding a group to play with since I don't live near any place with a d&d group or anything. I'm not a shite stirrer or a rules lawyer or anything like that or a troll, I just really want to have fun and play for once! :D
How would that work exactly? Is it like, players say what they want to do next once a day like a slow game or is it more like collaborative story telling where everyone adds a little bit each day and the others just kind of go with it?
For in person games I have always struggled with the regularity of gaming. I was doing a bi-weekly group and it was too much for me, I was not even the DM? I am now the DM for a group meets bi-monthly for a 5-6hr sessions. As the DM I love it because it gives me plenty of time to prep and the players have enjoyed it since we all have busy schedules. I normally send out a game night reminder email 2wks out than a "Previously On' email week or few days out so we dont spend the first 10-15 in recap. so far so good.
The first question you should ask, in today's hyper-partisan atmosphere, is, "Who did you vote for?"
This was a great read! I DM a group and we all work retail and half of us take collage classes too... with schedules that change week to week. We find that planing the next weeks time at the end of a session works well. We all know as far as next week what are schedules are. We are all also flex so some months we meet weekly. Sometimes every other week. We also use online video chat to keep things moving even if someone is home sick or something.
I also leave every session with a cliff hanger of some kind. Never with everything seeming resolved. I use the campaign tools in this site to keep a journal of the adventure that all the players can read. It makes them crazy waiting to see what happens next and helps encourage the fun and to get everyone to show up :)
I'm willing to play some D&D with my friends (we bought the Starter Set all together), and as the DM, i think making the read the rules is the hardest part... for now...
:)