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The 8 Most Important DM Traits

Greetings, gamers from all systems, places and timelines!

What defines a DM who is truly great at the craft they practice? Some would argue that it’s a masterful comprehension of the rules and their applications, while others might say it’s the experience they possess from years of running successful campaigns. And while both knowledge and experience of the game are important, even the most polished DM can have a game end up lackluster or even go off the rails entirely.

This is why we have assembled a list of eight essential DM qualities to help ensure your next game starts off with a bang or the one you’re currently running is filled with high player energy and memorable moments. 

1. Establish Clear Communication

While this seems like a no-brainer, confusion surrounding plot points can happen to even the most seasoned DMs. This will lead to difficulty getting the players to buy into your story when some of them aren’t  sure why or what they are actually doing. So, try to keep your plot points simple enough that you can recap them without giving a 25-minute presentation with handouts. 

2. Be Open-Minded 

The value of this is not to be undersold as it applies to everything from character concepts to player agency. And let’s be honest, there will be times when a player conveys an idea they’re excited about that you think should immediately be put in the round file. But it’s their game too, so no matter how ridiculous their idea may seem, they can always “try.” Then, you can just sit back, assign the difficult class for some skill checks, and let the hilarity ensue. 

3. Be Open to Feedback 

If you’re an experienced DM, it’s easy to be dismissive to player feedback – especially if your actions are backed up by solid-enough-sounding reasoning. However, if one or more players express that they want more of something or dislike some aspect of your game, it should be taken seriously. These could be warning signs that you’re about to lose a player. And while you shouldn’t give in to every player request, you should address them the first time they are mentioned. 

4. Know Thy Audience 

Before you break out that joke that isn’t suitable for even most cable channels, you may want to look around and make sure no one’s kids or grandparents are listening. You should do the same before you roll out a heroic game about saving a kingdom to a room full of players who pride themselves on not caring about anything aside from getting paid. Likewise, if you have a room full of dramatic actors, maybe the Dungeons of Greyhawk isn’t the best choice. So, get a good read on the room between games, and it will make everyone’s game life easier. 

5. Be Extra 

In the pivotal moments of the game, those scenes deserve a special amount of description when telling the story. Likewise, when the paladin pulls the master sword from the stone, it should be something extraordinary in terms of your campaign. And while some feel very strongly against homebrewing items, it opens up a great number of doors, especially in terms of flavor. If you’re uncomfortable going too far off the rails with this, just combine two existing items. Trust me, no paladin in the history of gaming ever complained about getting a flaming sword of sharpness. 

6. Manage That Game Flow

How this should operate largely depends on how often your group meets. If you are only getting together monthly, maybe the players shouldn’t need to spend an entire session planning what to do next game. Likewise, if you’re meeting frequently, you might be struggling to provide enough material, so it can be a relief when the party wants to go item shopping. Either way, your players should feel like they accomplished a decent amount by the end of each game. 

7. Control the Flow of Lore 

Lore tolerance is something that can make or break the game in terms of its environment. Some players might want to hear a 5-minute history of the castle they just spent an entire game traveling to, while others may just want to walk the hell in. And while your players might be split on this, try your best to meet them in the middle, so no one feels cheated or bored to tears. 

8. Remember That Unpredictability Is the Spice of the Game 

Keep your players on their toes with unexpected events. Not that you want them to be trapped in a perpetual “gotcha” moment, but rather, how the group has things planned, just like in real life, shouldn’t always be how they turn out. Otherwise, some of the players may check out and phone it in. Allow others to handle the heavy lifting as they catch up on their unanswered text messages. 

Final Thoughts 

Being a DM and running a campaign is a lot like making a machine: If only some parts are extremely well made, they won’t keep it from failing somewhere else. And while there is nothing that can guarantee your game won’t have some rocky points, you can at least set yourself up for success. 

Finally, listen to your players and let them contribute to the story. Because most people never express their unhappiness until it’s too late, and to be fair, your group probably has a great deal of creativity within it. Use that to strengthen both the fabric of your game and seal it with the buy-in the players will undoubtedly have for the work you have collectively produced.

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