D&D — Dispelling More Misconceptions

Just like there are many things people don’t understand about playing Dungeons & Dragons, there are even more things to get wrong in regards to the dungeon master, even for avid players (especially for the players, in fact). Being a dungeon master is both more and less work than people realize. So let’s talk a bit about the things I’ve learned over my years of playing D&D, and what I’ve learned from being a DM.

People have the idea that being a DM is all about inventing a world, monsters, and even politics that the players can interact with. Apparently, if you don’t do everything from scratch, you’re not hardcore or dedicated enough. All the pros invent everything off the cuff, right?

Not even close. I guarantee that any official module you buy online will be more creative and detailed than anything you could come up with yourself. Most of the dungeon masters I know of have started their campaigns off with a preset city and quest. There’s no shame in it. It does a ton of the work for you, and the only cost is the literal one your wallet will have to face. Besides, it’s a great way to learn about what being a DM is all about before you venture off into the hard stuff. Nothing is stopping you from building a world around the module once your players get through it, either! (That’s what they’re there for.)

The consideration of whether or not a DM is morally obligated to worldbuild their adventures from scratch completely sidesteps what it really means to be a dungeon master. This is something that a lot of people don’t understand. You are not (necessarily) an evil overlord trying to kill your friends. You are not an author dragging your friends through an adventure.

The way I see it, the dungeon master is the true force of neutrality. They set the board up, and the players move their pieces around however they want. They shouldn’t be punished for making what you might consider the wrong move. Dungeons & Dragons is all about choice and freedom. You give them the world, and then you supply the means to make it interesting. A campaign is not the dungeon master’s game, or his/her story. It is everybody’s story. The players set the tone of the narrative just as much, if not more, than the dungeon master does. In the words of Matthew Colville, who has a series about DM’ing adventures on YouTube (go watch it), “Giving the players one choice is the same as them having no choice at all.”

Now, there’s a lot to learn about being a DM. I won’t pretend to be somebody seasoned enough to go through all the do’s and don’ts, but the key thing is that it is the DM’s job to ensure that the party is having fun. They give interesting things for the players to do and explore. They challenge their wits and their rolls. A realistic campaign is all well and good, but sometimes realism has to fall by the wayside in order to make sure the experience is enjoyable for everyone.

A DM is somebody that knows (or makes) the rules. But they are also the person that breaks them in favor of memorable and fun adventures.

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