Great DMing: Leadership

 
 
 
 
 

It’s lonely at the top

This one is a bit tricky. If I had to guess, probably the number one thing that keeps people from jumping into the DMs seat is this: all the preparation, the rules, and scheduling are ultimately the responsibility of the DM running the game.

 

If you’re the DM or GM, like it or hate it, the game lives or dies with you.

 

Are the players stuck, uncertain on their next move? It’s on you to help give them a push to keep the pacing up. Is there a plot hole in your story? Get a shovel and start filling. Maybe they will walk right over it and never notice.

Because the player experience is on your shoulders as the dungeon master, you will need to be a good leader. All good leaders share common traits, but these are the ones most important to be a great DM.

 

Be decisive

This is the ultimate weight of leadership, isn’t it? You make a decision, and you have to live with it. Granted, gaming decisions do not carry the same consequences as other leadership decisions in life. Choosing to modify your monster to be easier to beat for a new player in your game is not going to put a competitor out of business in real life or cause your employees to suffer a pay cut. It’s not going to start a real-life war or avert a terrorist attack.

Here’s what I mean: it’s okay to be decisive. It’s a game. Yes, it is important. Yes, it matters. But it is just a game. 

Make a decision. Any decision. But make it, quickly. You’re here to lead, not sit around slowing down the game worrying about all of your decisions.

 

Stand firm

This sounds like it conflicts with the next point, but I assure you that standing firm is knowing the difference between being wrong and just sticking to your decision. You’re in charge. You were given this responsibility by your group, whether you lobbied for it or not. They are trusting you.

 

Trust yourself, and stand firm with your decisions.

 

For example, if a player is upset that their character was just defeated by a mimic and is now unconscious for the remainder of the fight, you don’t have to bring them back. So what if the player is disappointed. So what if the party is probably going to lose without them.

You’re in charge. You know that letting players reap the consequences of their decisions is part of the challenge. More than that, you know that your decision was a good one.

Stand firm. I believe in you and your decisions.

 

Admit when you’re wrong

Sometimes I’m just plain wrong. Wrong about rules. Wrong about my choices. Wrong about something. If I continue to lead the game and pretend that my players are mistaken or that I am perfect and infallible, I will alienate my players. Also, that’s jerk behavior. Only a jerk would be unwilling to admit when they’re wrong.

Here’s the thing—nobody expects you to be perfect. Your players want to have fun and bond, they don’t care if you continue being a human being and occasionally make mistakes. They don’t watch out for every little flaw in your campaign or nitpick your occasional questions about rules.

(If you do have a player(s) who does this, feel free to speak for the group and un-invite them.)

 

Play the best game you can for your group, and your players will be happy to forgive you when you make a mistake.

 

Last thoughts

Now, just because the gaming experience ultimately lies with you, does not mean it’s all under your control. Poor weather can cancel a game just as easily as bad players can ruin one. Some things are just out of your control.

But.

It is up to you how you deal with these uncontrollable aspects of life. Games can be rescheduled and poor players can be booted. Unlike a member of the party, you cannot sit there and hope someone else will do it. You’re the DM. You do it.

And remember, a great dungeon master is a great leader. And leadership in DnD requires these three things—decisiveness, standing firm in your decisions, and a willingness to admit when you are wrong.

 

Remember, all the organization in the world is helpful. But with a DnD campaign, chaos is likely.

 
 
 

#NumberOneJosiah

Jo is our co-founder, resident DM for Hire and a philosopher of tabletop gaming.

Jessie CM.png

Jessie CM

Jessie is our marketing guru, lover of #NumberOneJosiah and a published author.

 
 

Check out some of our Featured blogs!

 
Previous
Previous

Great DMing: when and how to say no

Next
Next

Great DMing: Storytelling