The Dungeon Master’s Guide forDungeons & Dragonsnot only gives you the tools to build your own world and includes unique rules for chases and item crafting, but useful tips for running the game. These tips are both practical and essential for making sure the game runs smoothly.

While not every tip will apply to every DM or table, they include ways to avoid or solve some of the biggest issues that most tables and first-time DMs face. Although the book contains multitudes of useful hints and information, some are more important to learn first.

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10It’s Not A Competition

A common misconception between DMs and players is the argument that both sides are in a competition with each other, both trying to ‘win’ the game. This spirit not only goes against the point of D&D but can set some unhealthy precedents at the table.

It’s important to remember that, as a DM, you have all the power. It’s easy to add 12d10 extra damage to any attack or drop a couple zeros at the end of a monster’s health. As the controller of the game, you should be collaborating with the other players to create a memorable story or enticing game that is shared by everyone.

An image of a D&D adventuring party trying to solve a difficult puzzle hidden in a dungeon.

9The One-Hour Guideline

With everybody sacrificing hours of their time to schedule a game together, one of the DM’s jobs is to make sure that time is well spent. One way to ensure that sessions go unwasted is by following the one-hour guideline for what can happen in one hour of gameplay.

The DMG recommends three events, such as interacting with an NPC, exploring a room or cave, having ashort combat encounter, or solving a puzzle. While these examples can be too specific for every possible event, you should guide players to attempt filling multiple tasks that keep the game from moving too slowly.

Dungeons & Dragons image showing a wizard over a book of spells.

Some encounters can succeed at multiple types of events simultaneously, and others can be important or exciting enough to forgo this rule.

8Prepare For Sessions In Three Hours Or Less

Perhaps the most time-consuming part of a DMs job outside of running a session is preparing for them between games. Since hours upon hours of prep can easily lead to DM burnout, attempt to only plan what you’re able to in three hours or less.

Depending on how much time you give yourself, only have strict notes on what the players are able to immediately interact with. If you have extra time, design “possible” and “unlikely” encounters while always having an undefined list to improvise from.

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A skill that is best learned during actual play, running an encounter can be easy to make fun but difficult to master. One of the best tips from the DMG on running encounters is letting the players talk. You shouldn’t make session notes on specific NPC dialogue and never on what your players are meant to do.

By letting your players take charge during encounters and giving them time to discuss their next actions out-of-game, you may let the game feel truly interactive. It also helps if you focus on only describing the important aspects of each encounter, from unique objects in a room to certain smells or sounds.

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6Narrate Travel Time

One of the hardest things to get over as a DM isnot slowing down gameplayto give players the opportunity to narrate their own actions or attempt roleplaying between encounters. While this seems beneficial to players, it can actually hurt gameplay to the point of boredom.

When the party is traveling along the road, moving between different points in town, or winding their way out of a dungeon, simply narrate the journey without pausing between every new site or doorway. It also helps to verify your players know it’s okay to interrupt you at any time if they want to attempt something.

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5The Rule Of Fun

Perhaps the number one rule for any game of D&D is that the table’s fun overrules anything, even the laws of physics. If the rules for jumping don’t allow a rogue to make a last-ditch effort to save their party member or turn an epic chase into a disappointing end, ignore or bend the rules with a die roll.

There isn’t a referee making sure your game is up to code and that every encounter is perfectly balanced. While staying within established norms can be rewarding for players able to successfully navigate them, rules should always be broken when they get in the way of the table’s enjoyment.

D&D Van Richten’s Guide To Ravenloft - Van Richten writing notes with a ghost behind him

4Record Rules Changes

While improvising new rules and ignoring limitations allows for some of the best moments at the table, it can feel like the game lacks stakes or any rules at all when they are inconsistent. If you homebrew a rule allowing players to use a bonus action instead of an action, it should be noted from that point forward.

This is mostly to keep the game balanced and fair between players and even NPCs, who will notice when you aren’t following your own rules. You can correct yourself or change a rule interpretation at any point, as long as everybody at the table is aware of it before it comes up in the middle of a life-or-death encounter.

Cultists summoning Orcus in DND.

3Establish Hard And Soft Limits

Before you DM your first session with a group of players, you need to understand what their limits are in terms of roleplay and scene elements. These limits establish what players are comfortable playing with or will ultimately ruin the game’s enjoyment for them.

This can be not wanting to see innocent animals hurt or witnessing certain species portrayed against harmful stereotypes. Soft limits are things players are okay seeing in the game as long as it is done carefully, and conversations about what is okay and what isn’t should happen before dice are rolled.

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Session zerois the best time for this conversation, but sometimes it is better to establish limits with players in private, as it might not be something they want shared.

2Rely On Good-Faith Rules Interpretations

The rule of fun isn’t always just about letting players do whatever they want, as you will have to say “no” to things that break the game or go beyond the scope of their abilities. Just because the rules of the game can technically be interpreted to allow unfair mechanics, you should deny it.

An example of this is interpreting the semantics of a spell to attempt to get away with a much stronger effect, like trying to use Minor Illusion to become invisible. You should make sure the table is aware that rules are meant to be resolved in good faith rather than taken literally.

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1Share The Spotlight

As a DM, you will almost assuredly have a favorite player or ones more willing to engage than others, which you might be biased in allowing their characters to shine. While certain situations call for specific characters to have their moments, you don’t want to end up ignoring other party members as a result.

This includes not letting one player talk to all the NPCs, sometimes having an NPC directly interact with a quieter player’s character. You also want to make sure powerful magic items and expensive loot aren’t always being funneled towards the same characters.

Sometimes, a problem player will try to force the spotlight and take charge of every encounter. These issues aren’t solved in-game, but instead by talking with this player directly. If the problem persists, they should be asked to leave the table or not return.