D&D General A Rant: DMing is not hard.

Becoming a good DM requires dedication and effort, but I wouldn't expect it to be "hard" for most people interested in being DMs. Some (or most) may struggle with one or more of the core DM skills, but can usually gain a modicum of proficiency given enough practice. There isn't any secret to being a great DM or hidden techniques that will elevate your games.

What are the core DMing skills? In my mind they are:
1. Leadership. As a DM you are running the game. All the players are looking to you to tell them what's going on, and to figure out what happens next. That can be a lot of pressure, even in a friend group. Some people are born leaders and revel in being at the center of everything. Others gain confidence over time. As players, it's important to support your DM and not heap undue pressure on them.

2. Rules Knowledge. As a DM, you should have a decent knowledge of the rules (at least the basics resolution systems). The more rules knowledge you have, the better, but comprehensive, encyclopedic knowledge of the game is not mandatory. If you don't know something, you can look it up (or have a player do it while keeping the game going). If a player uses a spell or power that you're not familiar with, have them read out what it does. Some people spend a lot of time reading rulebooks and have this stuff down pat. Others just can't remember the fine details of the game. As a player, don't expect the DM to know everything in the rules. Some have busy lives and are just doing their best.

3. Making Decisions. As a DM, you need to make decisions. Does this rule apply in this context or not? Should I say "yes" to the PCs' cockamamie plan or not? Hmm, I rolled up a dragon on the wandering monster chart, should I have it appear or not? Was the PCs' argument to the duke convincing or not? Should I coup de gras the downed PC or not? Often, there is no right or wrong answer. Everything is a big fat...eh..maybe... And that's where the challenge comes in. Choose right and the game is fun. Choose wrong and the game might be "ruined". Stressful! The good news is that individual decisions generally don't mean much in the agregate. Very rarely does a decision "ruin" a game. And, if it does, you can usually work with the players to retcon it. The importance is trying for consistency in your decision-making.

4. Imparting Information. This is a tricky one. How much information does the DM give the players? How might a chamber be described to indicate potential dangers or opportunities? How much backstory gives enough detail to be interesting but not so much the players get overwhelmed? How does one describe a serious threat that might result in a TPK? How does one indicate the "adventure path" to keep the PCs going in the right direction? What happens if the party absolutely refuses to take the hint? For novice DMs, running published adventures is helpful here as the well-written ones will usually have good answers to most of these questions. Otherwise, it's up to practice. I also advise completely breaking the fourth wall and telling the players outright if it appears some sort of massive misscommunication is going on.

5. Bringing the Fictional World to Life. This is the fun descriptive stuff and roleplaying that sets the scene. Some people are natural storytellers or Matt Mercer-types that really get into this aspect. Others struggle with it. As with anything, people get better with practice but this one is more about your DMing style. What feels comfortable for you. Do you like elaborate descriptions filled with hyper-specific details or poetic allusions or do you keep it terse and punchy? Once again, there isn't a best way here. Every good DM finds their voice in time. And speaking of voices, don't get hung up on perfectly replicating the voices of NPCs. Most DMs are not trained thespians and shouldn't be judged as such. Relax and have fun with it. If you don't have fun RPing NPCs, it is perfectly acceptable to say things like: "The duke thanks you for your service to the kingdom and rewards you with a chest filled with golden coins" rather than making a grand speech about it.

6. Small Group Dynamics. This is another tricky one, that requires a bit of maturity on the part of the DM (well, all players, but everyone usually looks to the DM to sort through this). This is how well your group gets along and how much everyone is having fun. It requires understanding what different players want out of the game, who has influence and who does not, who is hogging the spotlight and who is getting pushed out of it, how decisions are reached by the party, and even out-of-game scheduling, snack-bringing and other logistical concerns. Most campaigns fail because of scheduling or intra-player conflict. Managing players and groups becomes easier with greater emotional intelligence and more experience with your fellow players wherein proclivities are learned and trust is built. Some DMs are blessed with fantastically supportive groups. Others have to deal with problem-players, constant turnover, or general chaos. The good news is that life teaches one how to deal with this stuff and, better yet, DMing can help prepare you for life. How cool is that?

Apologies for the screed, but this afforded me an opportunity to think about DMing in a more systematic way. It's not so much that DMing skills are "hard", it's that DMing requires an array of skills that is rare to find all in one person. Like anything, work is required to hone the craft. I mean, is learning to play the guitar "hard"? I can't do it, and I find it mystifying, but hundreds of thousands (millions?) have done so by putting in the effort.
Did not know any of it when I started. I cracked open Ruins of Myth Drannor and went for it. People had fun and asked me to do it again.
 

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There's also the hosting piece, which in home games IME also falls on the DM 99% of the time.

For common stuff, the DM ideally should have it nailed. For anything else, the trick is not to know it but to know where to quickly look it up. Have the rulebooks close to hand (or in pre-opened tabs if using online rules), bookmarked for things you find you often reference.

Mistakes are going to happen but once you've learned the ropes, ideally you'll keep them to a minimum. I'm a huge fan of getting it right the first time, even if it means the session grinds to a halt for a bit while we talk it out, mostly because the ruling made now should set a precedent for the rest of the campaign.

Here I'm a lot more...subservient is the wrong word, but I can't think of a better one. I'm there to DM whatever characters or personalities or whatever that the players want to play, within the bounds of PC-playable species in the setting, as a neutral referee and arbiter; and I expect the same of any DM.

Telling me I can't play evil characters is a gigantic red flag. What else aren't you going to allow? Just how much freedom will I have with my character and what it does?

It's your world and setting, sure, but it's my character and - even as DM - you don't get to tell me how to play it.
People playing evil characters is a giant red flag. They tend to be disruptive and tank the game.

I am sure some folks can do it but every evil pc in any game over the last 30 years has been bad for the group.
 

People playing evil characters is a giant red flag. They tend to be disruptive and tank the game.

I am sure some folks can do it but every evil pc in any game over the last 30 years has been bad for the group.
A singular evil PC is often bad (but not always; see Raistlin) but evil parties can be GREAT fun.
 

For common stuff, the DM ideally should have it nailed. For anything else, the trick is not to know it but to know where to quickly look it up.
Or be able to switch to a game that isn't so rules-heavy.

Telling me I can't play evil characters is a gigantic red flag. What else aren't you going to allow? Just how much freedom will I have with my character and what it does?
There's an easy way around this one in D&D. Just write Lawful Good on your character sheet, and play however you want.

Back to the OP:
Thank you.

Do one need to buy any of the various aides being hawked out there to get good and make running games easy? Certainly not (although, I must say, Return of the Lazy Dungeon Master is excellent, IMO).

Is DMing hard work? Sure. But the output is worth the effort.
I wouldn't say DMing is hard work. It's specialized work that doesn't flow smoothly for everyone. If you're short on the skills or experience needed for it, yes, it's hard work. It's super easy for others like pathological liars, photographic memory types, and . . . why not . . . lefties?

There's a product out there to make anything "easier." As someone mentioned earlier, it doesn't help D&D's simplicity case that D&D Beyond is a WotC product.

Making anything easier:

Squatty Potty - The #1 Way to #2!
 

There's also the hosting piece, which in home games IME also falls on the DM 99% of the time.

For common stuff, the DM ideally should have it nailed. For anything else, the trick is not to know it but to know where to quickly look it up. Have the rulebooks close to hand (or in pre-opened tabs if using online rules), bookmarked for things you find you often reference.

For the basics, sure. But there are still spells and class abilities that I don't know off the top of my head. I'll look things up after the game if I remember to do so.

Mistakes are going to happen but once you've learned the ropes, ideally you'll keep them to a minimum. I'm a huge fan of getting it right the first time, even if it means the session grinds to a halt for a bit while we talk it out, mostly because the ruling made now should set a precedent for the rest of the campaign.

You're a lot more iron-clad on the "once a decision is made it's done" than I am. I'll make the best decision I can in the moment but I'm not going to spend a lot of time at it during the session unless it's a critical turning point. If I made a mistake we'll just do it correctly in the future.

Here I'm a lot more...subservient is the wrong word, but I can't think of a better one. I'm there to DM whatever characters or personalities or whatever that the players want to play, within the bounds of PC-playable species in the setting, as a neutral referee and arbiter; and I expect the same of any DM.

Telling me I can't play evil characters is a gigantic red flag. What else aren't you going to allow? Just how much freedom will I have with my character and what it does?

It's your world and setting, sure, but it's my character and - even as DM - you don't get to tell me how to play it.

Personally I don't want to play a campaign with an evil PC - and I do mean a PC that is truly evil and acts like one, not just "I was evil in the past and now I'm trying to redeem myself." Different people play for different reasons, but I know that most of the people don't want and evil PC in the party either. Your character can still do whatever they want but if you cross the line and I will let you know you are crossing a line your PC becomes an NPC. That may well mean I'm not the DM for you, but when it comes to what the characters do if it's not harmful to another player at the table I don't care.
 


Simply put?

No. It is not.

For exactly the same reason that talking about a skill vs actually using that skill are two different things.
In principle, it's possible to have enough grounding in TRPGs that you can comment on a game that you've read but not played (general "you" all around) but in practice almost no one has that much grounding in TRPGs, most will have some element of play that will turn out to work differently at the table than you (again, general, sorry) thought it would from reading it. Obviously someone commenting on a game they've read but not played would probably be best served to clear about that in their comments.
 

For the basics, sure. But there are still spells and class abilities that I don't know off the top of my head. I'll look things up after the game if I remember to do so.



You're a lot more iron-clad on the "once a decision is made it's done" than I am. I'll make the best decision I can in the moment but I'm not going to spend a lot of time at it during the session unless it's a critical turning point. If I made a mistake we'll just do it correctly in the future.



Personally I don't want to play a campaign with an evil PC - and I do mean a PC that is truly evil and acts like one, not just "I was evil in the past and now I'm trying to redeem myself." Different people play for different reasons, but I know that most of the people don't want and evil PC in the party either. Your character can still do whatever they want but if you cross the line and I will let you know you are crossing a line your PC becomes an NPC. That may well mean I'm not the DM for you, but when it comes to what the characters do if it's not harmful to another player at the table I don't care.
I'm the same when it comes to rules, made so many mistakes and rulings early on in 5e, we just kept the game moving then I looked up rules later on and let everyone know. Had no impact on previous sessions (such as turning a win into a loss), it just changed how we played in the future.

I'm also not keen on having evil PCs in the group, I tend to limit that at character creation and just right out state that people can be good or neutral, no evil PCs please.
 

I do not think I'd remain as engaged with doing the hobby if there were a part of it I felt I had to endure.
I've been running adventure path adventures since 3.5. Prep is not something I particularly enjoy. Heck, I run modules far, far more often than I run entirely self made adventures. I might fold, spindle or maul the adventure and change stuff, but, actually self-author an entire campaign? Thinking about it, I don't think I've ever done that.
 

What are the core DMing skills? In my mind they are:
1. Leadership. As a DM you are running the game.
I agree with pretty much all your points but I would points something out here that dovetails nicely with my point about not looking at other games. Your points nail running a D&D game very well. But, in a more story game game? This doesn't actually work. That's the point of some of the more narative style story games. You don't need to be a leader and in fact being a leader actually works against the game.
 

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