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9 Lessons Learned From Gaming in 2021

Greetings, gamers from all systems, places and timelines! During this year, we at 3WD had the pleasure of playing in multiple campaigns in several different systems. Throughout all of these epic moments, mistakes were made and lessons learned. These we have compiled here to not only help you refine your DMing but also to give you a heads up on some land mines you will want to stay clear of.

So, without further ado, here are nine things you should avoid or make sure you’re doing with your games in 2022 and beyond! 

1. Do Not End a Scene Before It’s Time

As the DM, you should always be managing your game clock. One or two scenes shouldn’t go on for longer than needed so you’re not pressed for time at the end. However, if your players are really enjoying what’s happening, don’t force an ending just because you want to move things along. For all you know, this unexpectedly well-received scene could end up being their favorite part of the entire adventure. 

2. Be Honest About Your Own Mistakes 

It’s pretty safe to say that anyone who’s sat behind a DM screen, real or virtual, has botched up at some point. So, the point here is that you’re in good company. The real question is how, as a DM, will you handle this misstep? Just bite the bullet, accept that something could have been handled better and use that knowledge to guide you moving forward. If you’re not sure how you could have handled the situation, the best people to ask are the ones who were at the table with you when it happened. 

3. Every Game Should Feel Satisfying

While some filler material can be a nice palate cleanser, no DM wants to hear a player express their frustration when seemingly very little was accomplished last session. To prevent this, do yourself a favor and make sure each game has a beginning and an end like actual episodes in a series. Even if the game ends on a cliffhanger, that’s fine, too. Just make sure the players at least feel like they are moving the main story and not just trapped in an endless grind of unremarkable encounters. 

4. Proactively Ask for Feedback 

If you’re not doing this, it’s like flying without any radar. Then one day, at least seemingly from nowhere, one of your players may inform you they aren’t happy with their character or the game dynamic itself. So get out in front of problems before they become unfixable issues and ask your players how they feel the game is going. But do it individually, because some players are usually more comfortable expressing these things one on one, even if it’s just in a text or email. 

5. Amazingly, People Like Consistency 

Players tend to be more alright with unexpected twists and developments, even if they go against them, when that’s how things have been handled in the past. For example, if a DM has home-brewed some of the party’s magical weapons to inflict more damage, that means the villains may have access to these things as well. However, if this made the last game unchallenging, nearly one-shotting the party tank in the next session is probably not the best answer either. Sorry generic warrior person, I’m going to need you to make a DC 21 intelligence save or you will be taking a dirt nap. 

6. Give Your Players Something to do With Their Treasure 

Acquiring treasure is a beautiful thing until it becomes apparent that the fortunes which have been amassed are nothing more than numbers on their character sheets. While a magical item shop doesn’t work in every campaign, there must be some other options available. This could be handled in ways including everything from allowing the characters to buy land, castles, rare spells or even open up doors of diplomacy that would otherwise be closed. But without an avenue for the players to utilize their newfound riches, it will be much like collecting thousands of rounds of ammunition in a world where guns don’t exist.  

7. Combat Is Not Always the Content You’re Looking for

Battles traditionally have been the bread and butter of the game. However, too much combat can make things stale, especially if you have a party that likes to handle nine out of 10 problems with an all-out frontal assault. To help shake things up a bit, try to provide some challenges where combat may not be the best option or even an option at all. This will allow you to not only make the important battles more meaningful but teach your players to constantly read each encounter for the best possible solution. 

8. Don’t Allow Your Dominant Players to Run Every Scene 

It’s great when some players really get into the game. However, what can easily happen is these players want to be involved so much that they inadvertently sideline the other members of their party. This can be bad news all around because, if not corrected, they could end up being a party of one. To prevent this lonely number outcome, make a point to ask the less active players of the group what they are doing or even toss all of the characters in the initiative tracker. This will prevent one engaged player from taking five actions in a roleplay scene before one of your more quiet players gets one. 

9. Character Advancement Should be Adjusted by Frequency of Play 

Real-life can unfortunately get in the way of your fantasy one. Bringing everyone together can be challenging and less frequent than most would like. This doesn’t, however, mean the characters should be perpetually stuck at low levels of experience. A friend of mine had been in a campaign that went on for around 18 months, and I don’t believe he reached level five. If the players are leveling that slowly, forget about them having a chance to use their high-level powers and abilities when the mid-level ones are a real-life year or two away. 

Final Thoughts 

Of all the mistakes a DM can make, not getting feedback or ignoring it outright may be the most disastrous. So, don’t be shy about talking to your players and asking what they think of where the game is so far. Likewise, don’t fail to act when players give input or if you could have handled an in-game situation more effectively. Finally, when running a game, even the most experienced DM will undoubtedly make mistakes. However, the real measure of a DM is how they handle it both in the moment and going forward. 

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