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How To Play as a DM | Dungeons and Dragons

How To Play as a DM | Dungeons and Dragons

Being a Dungeon Master in Dungeons and Dragons isn’t just running a role-playing game, it’s bringing a world to life. You step into the shoes of every creature, ally, and enemy the party encounters. You shape the tension in a dragon’s glare, the mischief in a goblin’s grin, and even the weather is under your control. Every choice, every improvisation, shapes the story.  

What is a DM? 

As Dungeon Master, your job is to guide the game and create an engaging experience for your players. Think of yourself as the storyteller and referee all rolled into one. You paint the world with words, describing settings, events, and role-playing the actions of non-player characters, while reacting to players’ wild ideas, battling monsters, and sprinkling in surprises that keep everyone on their toes. 

Knowing how to play DM isn’t about reciting every single rule, but keeping things fair and setting the scene for the entire game, so that all players feel immersed in the story. Above all else, your number one job is to make sure everyone at the table is having fun. 

Of course, there’s a lot more to it than that, but take it one step at a time - this is just the beginning of your adventure.

Be flexible and in the moment 

Being a good DM means being willing to be flexible, because no matter how much you plan, players will rarely follow the path you expect. Instead of drowning in prep, it’s worth mastering tricks like reskinning: swapping stats and descriptions on the fly to fit the moment. Or try the “Schrödinger’s RPG” approach, where nothing is set in stone until your players encounter it. Try to keep the game fluid and let the story breathe. 

A fight meant for sailors can easily become wolves, and a dungeon map can just as easily serve as a tower. Likewise, clues and story details don’t need to be locked in one place. If the party misses them, you can simply present the information elsewhere. The goal isn’t to force players down a specific path, but to keep the story moving, no matter what choices they make. 

Keep communication open 

A fun game starts with open communication. Remember, the DM isn’t out to get the party; you’re there to work with the players to bring the story to life. You’ll run monster combats and challenges, but your primary goal is to make the adventure exciting and fun for everyone at the table. You can begin with a ‘Session Zero. This is a session that happens before the first session by sharing the campaign’s tone and setting so players can make characters that fit, or deliberately shake things up in interesting ways. It’s important to keep talking during the game too: if someone’s unsure what their character can do, or misses a key clue, take a moment to explain. A quick conversation prevents confusion from building later on, helping everyone stay on the same page.  

Draw from a bank of inspiration 

Every game has its own approach to storytelling and challenges. Fuel your imagination by soaking up stories from everywhere — films, music, books, other games — anything that gets your creative ideas flowing. Drawing on the ideas you find elsewhere will inspire you to weave in fresh and unpredictable twists. Having this extra knowledge can help you to narrate adventures that are exciting, immersive, and perfectly tuned to your players. If you’re not comfortable with creating a whole world of your own, there are loads of D&D module books available that have pre-created stories, settings, and enemies you can use.  

Not good with character voices? No worries! 

The truth is, you don't have to have the voice acting skills of Matt Mercer or the improv mastery of Brennan Lee Mulligan to be an awesome DM. Some DMs love slipping into wacky character voices — if that’s your thing, go for it! But if the thought makes you break out in a cold sweat, don’t worry. You can use your own voice for each non-player character or keep dialogue short if you wish. The magic comes from how you tell the story, not how many different voices you can act out. 

Experience is a virtue 

Here’s the true secret: the only way to get good at DM’ing is to DM. Watch a few videos, read what you can, but don’t wait until you feel “ready. You’ll make mistakes. That’s how you learn. Start simple. Read through the module you’re running and get a handle on the story its telling. But don’t worry about building a massive homebrew world (a setting created entirely by the DM) right away, that can come later. Be prepared for your players to wander off the rails every now and then. That’s the magic of D&D.  

And, we might have alluded to it one (or two!) times now: it’s not about being flawless, it’s about having fun. If everyone at the table is enjoying themselves, you’re already winning. So, grab your dice, take your seat, and get ready to chair the game. You’ve got this. 

For all of the information you could need to run a successful session as a DM, check out our Dungeons and Dragons player's handbook, the DM guide, and the Monster Manual for information on over 500 monsters to add to your game. Feel free to also drop by your local game store, where one of our store assistants will be more than happy to chat in-person about how to DM the perfect game.