if i remember correctly you run some campaigns for dnd, i’ve been trying to dm a campaign for a few years and i’ve finally found a group. do you have any advice for new dms?
Hello anon! I do indeed run some campaigns.
I’m currently running my second major campaign. I will fully admit that the first campaign I ran was basically my first experience with DnD and it was 100% a shit show BUT I learned a lot, and now you get to benefit from my blunders!
There’s a lot involved in preparation for a campaign or even a session, but these things are so personalized to the style of each DM. I, personally, like to be overly prepared and took a few months to really brick up lore and details of NPC’s, cities, environments, major homebrew elements, potential story beats, etc etc... I will say that if this is your first experience DM’ing, I recommend staying away from homebrew. I really regret not starting with a pre-made module as they give a lot of great advice and show different aspects to quests and checks. But again, that’s just opinion so I’ll stay away from the prep aspect aside from one golden rule: as the DM you are not the sole arbiter of the story.
You’re building that with your players. This isn’t a book and you must bend to your players character’s decisions, even if it goes entirely where you don’t expect. This is a team game that definitely includes the DM. So with that said: that respect goes both ways. Talk to your players, and they’ll talk to you. Respect their character decisions, they’ll trust and respect your story decisions. If a DM is doing their job correctly, all of this is pretty moot, because if your players have the correct resources, hooks and information, chances are they’re going to do what you expect/want anyway. It’s just up to the DM to give them those correct resources, hooks and information. If there’s a disconnect, it’s because that was broken along the way.
All that being said! Here is my list that I keep stickied to my monitor
The players never miss. Failure needs active opposition, be in combat, during dialogue or a check. Even from level one, player characters are absolute badasses compared to the rest of the population. It sucks when the game doesn’t reflect that. So instead of “lol you miss”, what happens if that becomes, “the bandit is just barely able to block your blow, gasping as they reel backwards out your reach - for now”? Feels a lot better.
Along those lines, if your players are adding combat flavor to their attack rolls, don’t punish them for participating and make them do checks for it. Not everything needs a roll. Let them be cool.
Answer “will this work” from the perspective of the character asking. This could go for anything a player asks. Try and answer in a way their character would understand. Someone from the cold regions of the north and someone from the swampy regions of the south will have differing thoughts/opinions/knowledge of things. PC’s live in the world. Put their lived experience into their rolls.
Insight also follows this. Insight shouldn’t just be, “he’s telling the truth” or “he’s lying”. If the particularly perceptive bard who is the charismatic face of the party is doing an insight check, they might pick up the twitch of an eye, the sweat on a brow. If the distracted monk holding the party’s adopted kenku is asking the question, they might not notice these things.
Let your players talk and interact. Don’t be in a hurry to move things along if the party is bonding or looking into things. This doesn’t mean let them linger forever - if you find things have stalled, then of course a “so, what would you like to do now,” never hurts. I mean in the way of interjecting to participate. A DM is a part of the group but isn’t, yeah?
The less you share/hint to your players the better. Don’t let them know what they got or what they missed. What they have is what they have. Sometimes it’s fun to let them know of a potential thing that could have happened, but generally... don’t be an active participant in those conversations. Essentially, with your players, be ‘excited for Vague Future Stuff and Things’ (literally I just copy paste that into the chat when I’m planning out stuff and can’t repress the need to blurt out excitement), not next session’s x event.
The internet is your friend. There are so many resources, everywhere you look. I am particularly fond of the subreddits /r/DnDBehindTheScreen and /r/DMAcademy. Don’t be afraid to pull inspiration from your favourite media as well - bring the The Trouble with Tribbles to your adventuring crew, you won’t regret it. You’re going to burn yourself out fast trying to out-do yourself as well, and there are a lot of pre-made drop-in adventures. This is a patchwork quilt you are making with your friends, go fucking wild.
A list of my favourite resources!
Treasure Generator
NPC/Merchant Generator
Town Generator (seriously this one is god-like)
All Shops and Items (base things)
Random Generator and D100 lists (this one also fantastic)
Besides that: take good notes, communicate openly with your players, discuss sessions after they’ve concluded to find what worked and what didn’t for everyone. Don’t be afraid to say no. A lot of other things, it’s just going to take time and experience.
Good luck, have fun, roll well!












