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The DM gets to play many fun roles:

Actor. The DM plays the monsters, choosing their actions and rolling dice for their attacks. The DM also plays all the people the characters meet.

Director. Like the director of a movie, the DM decides (and describes) what the players’ characters encounter in the course of an adventure. The DM is also responsible for the pace of a play session and for creating situations that facilitate fun.

Improviser. A big part of being the DM is deciding how to apply the rules as you go and imagining the consequences of the characters’ actions in a way that will make the game fun for everyone.

Referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules.

Storyteller. The DM crafts adventures, setting situations in front of the characters that entice them to explore and interact with the game world.

Teacher. It’s often the DM’s job to teach new players how to play the game.

Worldbuilder. The DM creates the world where the game’s adventures take place. Even if you’re using a published setting, you get to make it yours.


DM Tips

The most important part of being a good DM is facilitating the fun of everyone at the table. Keep these tips in mind to help things go smoothly.

Embrace the Shared Story. D&D is about telling a story as a group, so let the other players contribute through the words and deeds of their characters. Encourage players to engage by asking them what their characters are doing.

It’s Not a Competition. The DM isn’t competing against the other players. It’s your job to provide fun challenges and keep the story moving.

Be Fair and Flexible. Treat your players in a fair, impartial manner. The rules help you do this, but when you need to act as referee, try to make decisions that ensure everyone is having fun.

Communicate with Your Players. Open communication is essential to a successful D&D game. Many problems can be solved or even prevented with honest conversation. Ask questions and solicit feedback after or between sessions.

It’s OK to Make Mistakes. If you overlook or misrepresent something, correct yourself and move on. No one expects you to memorize every rule or detail. Even if you don’t realize your mistake until after a game session is over, it’s OK to acknowledge the mistake at the start of the next session and make adjustments moving forward.

What’s New in the 2024 Version?

This is the 2024 version of the fifth edition Dungeon Master’s Guide. Much of the book has been reorganized, expanded, and rewritten from the 2014 version, and the versions of things in this book replace versions from older books. Here are a few highlights:

Sound Advice. Every chapter (but especially chapters 1, 2, 4, and 5) has new advice for Dungeon Masters of all experience levels.

Tracking Sheets. Helpful sheets throughout the book give you tools to plan your game and keep track of your campaign. These sheets are also available on DnDBeyond.com.

Encounter-Building Assistance. The rules for estimating the difficulty of combat encounters have changed, as you’ll see in chapter 4.

Ready-Made Elements. Sample adventures in chapter 4, a campaign setting in chapter 5, and new maps in appendix B make it easier to run a game right away.

Expanded and Revised Magic Items. Chapter 7 is packed with new magic items and old ones that have been revised.

Bastions. Chapter 8 has rules that allow player characters to build, maintain, and enjoy their own strongholds.

Lore Glossary. In appendix A, a helpful glossary explains many of the iconic people and locations found throughout the D&D multiverse.

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