D&D General The DM Shortage

You should pull put your copy and look at it again. It presents a fully stocked first level along with advice how to run it. Then it gives you a map of the second level and tells you the important bits of what's there, but has you stock it. Finally it leaves you to create and stock the 3rd level. That is about as complete an instruction manual you can present.
Sure. A REALLY BAD, incomplete and boring kick down the door, kill the monster and take the treasure dungeon. With nothing about difficult stuff, like facilitating a satisfying narrative without limiting player freedom. It's a good example of how to teach someone how to be a bad DM. Sure, we have learned a lot since those days, so it can't be blamed, but it's also not a good example of how it should be done in 2022.

But that doesn't really matter, since not knowing how to do it isn't the problem. Having the time to do it its. After all, there is a shortage, so there is no pressure to be GOOD.
 
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Reynard

Legend
Sure. A REALLY BAD, incomplete and boring kick down the door, kill the monster and take the treasure dungeon. With nothing about difficult stuff, like facilitating a satisfying narrative without limiting player freedom. It's a good example of how to teach someone how to be a bad DM. Sure, we have learned a lot since those days, so it can't be blamed, but it's also not a good example of how it should be done in 2022.
That is an interesting take considering how popular the OSR and that style of play is right now.

But even aside from that -- you can teach your preferred way (which is all it is) to run D&D in the same manner, with an actual step by step instruction guide that releases the GM to do more and create more as time goes on. Phandelver could be it, but isn't, because it does not do enough explicit teaching. I don't know if the most recent beginner box makes more an effort.
But that doesn't really matter, since not knowing how to do it isn't the problem. Having the time to do it its. After all, there is a shortage, so there is no pressure to be GOOD.
Emphasis mine: say what? You think that people just inherently know how to DM after watching a stream or two?
 

That is an interesting take considering how popular the OSR and that style of play is right now.

But even aside from that -- you can teach your preferred way (which is all it is) to run D&D in the same manner, with an actual step by step instruction guide that releases the GM to do more and create more as time goes on. Phandelver could be it, but isn't, because it does not do enough explicit teaching. I don't know if the most recent beginner box makes more an effort.
There is no "preferred way". The right way to do it is whatever feels right to you.
Emphasis mine: say what? You think that people just inherently know how to DM after watching a stream or two?
Probably better if they don't watch any streams. That will only teach them how other people do it, not how they should do it.
 

The OP asks what should or could we do about this perceived problem.
The simple dirty solution being that every table that is able to, can take on 1 more player.
 


Horwath

Legend
DM shortage, if it exist, can be blamed on laziness and time management or time restraints.

DM has to spend at least double time on D&D than players, and player can come half-drunk on a session and it would be hardly noticeable, while DM for every 6hrs session has to dedicate same amount in advance to prepare session.

Many people simply do not have extra time or can't be bothered do spend it on.

But, most of the time, it's ok, as many DM's really want to DM and nothing else.
 

Thunder Brother

God Learner
I was struck by a bad case of DM burnout earlier this year, so much so that I'm really soured on the idea of ever running D&D again.

For me the issues were:
  • Prepping and running a campaign felt time consuming.
  • The investment in the game felt one-sided. Besides me, only one other player had bought a single book.
  • Rules competency was one-sided. The DM is expected to know everything, players can get away with knowing almost nothing.
  • Playing online felt bad. This was more of a COVID-related problem than anything. But none of the online tools I tried felt great.
  • I was the forever DM. No one ever expressed any serious interest in DMing.

We were all new players, with our group getting started in 2018. I'm not going to say my experience is representative, but I definitely relate to much of the talk surrounding the idea of a DM shortage.
 

Fanaelialae

Legend
The more players, the harder the DM's job becomes.
There's some truth to this, but it isn't cut and dry.

I've run games for as few as two players and as many as eight.

The small games are very easy to keep on track but require a large degree of interaction from the DM (IME, significantly greater than 50%).

The big games are hard to keep on track, but it's easy to get the players to entertain themselves. With the big group I literally had some sessions where the groups debated some quandary for 2-3 hours and I didn't have to do much more than lean back in my chair and wait for a decision (and they even complemented me on running a fantastic session afterwards 🤣).

I would say that the challenge shifts to different areas depending on the number of players, but I wouldn't say the DM's job becomes strictly harder when there are more players. Just that a larger group presents different challenges than a smaller group.
 

Li Shenron

Legend
Bah... assuming there really is a shortage which I wouldn't be so sure of, I'd blame it on the player base.

I'm still here DMing the game a bunch of times a year despite too many other interests and hobbies. But I don't want to run the game for anyone else than family, friends and coworkers. Everybody else, I don't want to play with anymore. I don't want the chance of having ruleslawyers, powergamers, people who want to fix "broken" rules, who treat the DM as their enemy, or whose real interest is just buying/collecting stuff. Chances are that someone among my own friends and workmates might be those kind of people, but when they know me already before we play, they're not going to let that side of them come up.


Conclusion: aspiring DMs should take advice from "old school" DMs...just go for it. If you're with friends, they'll love the fact you're trying hard, and you'll get more confident and better as you go. Don't look for your inspiration by mimicking other groups.

Best advice around here. I learned to be a decent DM just by doing it, although I was a player before that so I kind of had a model to refer to, but I know that my previous DM also learned it by doing it.

And being decent is all you really need. All this idea that DMing must be a competitive sport is ridiculous, but then it is also the same bad culture that puts most people off doing something they would like in life, because the message is either you are exceptional or don't bother.

And as I said, playing with people you know indeed goes a long way making DMing a lot more comfortable.

Here's the thing:

Do I want WotC to release a product that actually teaches DMing?

Absolutely.

Do I actually know what that product should look like?

No.

Maybe that's a useful clue... practically every hobby is infested by the idea that your problems will be solved by buying something more. "How can I get better at playing guitar? Buy a faster guitar!" (recurring joke on music forums). There is a whole industry around each hobby, the sole purpose of which is to get your money. That isn't a problem per se, but it becomes a problem when you don't realize it is also taking your time.

Putting aside the general anxiety that a new DM might face, the books aren't making it easy for them.

The rules for creating monsters are a bit obtuse, and don't really give a fair try for measuring non-DPR contributions to combat.

Encounter building is likewise nebulous.

Most of the pre-written adventures require heavy amounts of re-writing and prepwork.

I agree that despite 48 years and countless editions, designers still haven't managed to arrange books in a very good way, and the text is always more oriented towards technicalities instead of usability. Unfortunately I have little expectations that the next iteration will see any improvements.

As for the current edition, I believe it would go a long way if they just embraced the idea that any edition can be a toolkit. Instead of presenting the game as a set of 100 mandatory things, it could easily be presented as only 5, and the rest "to be used later, when you feel ready". But mandatory things sell better than optional ones, because they give the impression that the game you bought is "bigger", so they are now increasing them to 110.
 

Umbran

Mod Squad
Staff member
Supporter
A few articles have appeared recently that focus on the "DM shortage." Long story short: with all the people joining the hobby, there are apparently not enough DMs to fill need.

So, as far as I can tell, there has always been a DM shortage. This is not new to the recent influx of players, and it doesn't have much to do with products to help the GM learn how to play the role.

GMing takes a whole lot more effort than playing, and it has a different payoff than playing. That's it - that's the whole of the problem.

One thing I see a lot of on reddit an similar places is groups of 3 or 4 or even 5 friends unable to find a DM. My first thought for this people is: duh, one of YOU be the DM. That's how this works.

See above about how being GM has a different payoff - for any group of 3, 4, or even 5 people, it may be that none of them are wired to get much out of the payoff GMing offers. If not, GMing is work, and who wants to do more of that?
 

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