The preceding example of play shows how one Dungeon Master might run an encounter, but no two DMs run the game in exactly the same way—and that’s how it should be! You’ll be most successful as a DM if you choose a play style that works best for you and your players.
Here are some questions that can help you define your unique style as a DM and the kind of game you want to run:
Hack and Slash or Immersive Roleplaying? Does the game focus on combat and action or on a rich story with detailed NPCs?
All Ages or Mature Themes? Is the game for all ages, or does it involve mature themes?
Gritty or Cinematic? Do you prefer gritty realism, or are you more focused on making the game feel cinematic and superheroic?
Serious or Silly? Do you want to maintain a serious tone, or is humor your goal?
Preplanned or Improvised? Do you like to plan thoroughly, or do you prefer to improvise?
General or Thematic? Is the game a mixture of themes and genres, or does it center on a particular theme or a genre such as horror?
Morally Ambiguous or Heroic? Are you comfortable with moral ambiguity, such as allowing the characters to explore whether the end justifies the means? Or are you happier with straightforward heroic principles, such as justice, sacrifice, and helping the downtrodden?
House rules are new or modified rules you add to your game to make it your own and to enhance the style you have in mind for your game. Before you establish a house rule, ask yourself two questions:
If you’re confident that the answer to both questions is yes, give the new rule a try. Present house rules as experiments, and ask your players to provide feedback on them. If you introduce a house rule that isn’t fun, remove or revise the rule.
If a question about the interpretation of a rule comes up in your game, record how you decide to interpret it. Add that to your collection of house rules so you and the players can reference it when the rule comes up again later.
Some DMs use music to create an appropriate atmosphere for their game sessions. They might use soundtracks from adventure movies or video games, although classical, ambient, or other music styles can also work well.
Some DMs adjust lighting or use sound effects. Miniatures and dioramas can contribute to the game’s atmosphere and help players visualize events. Check with your players, though: some might find music, lighting, or sound effects distracting; might prefer not to be startled by loud noises; or might need to avoid certain lighting effects.
If there are parts of the game you prefer not to handle yourself, assign them to players who enjoy them. If you don’t want to break your narrative stride by looking up a rule, designate another player to be the rulebook reference expert. If you don’t like tracking Initiative, ask another player to do so.
One of the best ways to learn how to run a D&D game is to observe other DMs in action. Another DM can give you a solid foundation for understanding the role—as well as inspire you with cool things you can do in your games.
You can use these questions to help you reflect on a game you observe:
Beginning the Session. How did the DM start the session? Was there a recap?
Body Language. What gestures did the DM use when describing a scene? How did the DM’s body language change when playing different NPCs?
DM Voice. Did the DM use different voices or mannerisms for NPCs? Did the DM change the pitch or tempo of narration in different situations?
Player Participation. Did the players participate in the world-building or make decisions that seemed to send the adventure in an unexpected direction? How did the DM handle it?
Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that made the game fun to watch?
Three Pillars. How much of the session was taken up by combat, exploration, or social interaction?
Tone and Mood. How would you describe the tone and mood of the game? Did it change over the course of the session?
Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.)
World-Building. What elements of the DM’s world or the adventure grabbed your attention?