D&D: 10 advantages of a DM

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Much falls on the shoulders of Dungeons and dragons Dungeon Master. They have to know all the rules, obey them, make sure their players are having fun, and they are responsible for all game preparation.

RELATED: D&D: 10 Harsh Realities, One DM. to be

It’s not all stress and disaster, however. Otherwise there would be no people who would run campaigns for years at a time. There are tons of glorious perks of being the Dungeon Master, which gives DMs plenty of reasons to be one of the best of their kind.

10 All final decisions are yours



When there is an argument, disagreement, or just plain confusing rules, a Dungeon Master has the final say on what happens. Everyone knows that a DM is the one running the campaign. So when he says something, his word is law.

It also means that the final decision on what to do rests with the DM when players are completely stuck and can’t figure out how to advance. It may give big minds to some of them, but it’s a good last resort for others.

9 The whole world can come from their ideas



For extremely creative people, there is little better about being a DM than designing the whole world, the story and everything that surrounds a campaign and then let the players explore it.

It’s also valid to start with a dungeon crawler and then build on it, but no matter what world a campaign is in, it gets some of the DM’s own creativity thrown in. This really is part of the appeal that matters.


8th You can fudge buns and decide what buns mean



Since everything is left to the Dungeon Master, it also means that the dice are thrown. If a DM feels particularly compassionate or malicious, they can also overwrite what the dice say and that’s all over. Not that it makes sense to do this in a moody way, as it is a surefire way of losing players’ interest and agency.

Additionally, a DM may also choose to flip the script and make low rolls important instead of high rolls. You can also decide how often to randomize what that litter really means, or change the meaning of a litter completely. This can lead to very interesting interactions if done well.


7th Self-brewing is a fun part of everything



Self-made rules do not exist in the official rulebooks of a game, but are adopted in individual games and campaigns. This can mean anything from a custom item to an original monster. A dungeon master can make anything he wants to fit into the game’s boundaries or even expand the dimensions of a game to meet his needs.

However, you need to make sure that the new rules are balanced or things can get out of hand quickly. It gives DMs the ability to really customize games for their players and do something that even the most seasoned gamer has never seen.


6th You can also set the house rules



The house rules are similar to those of the home-brewed ones. They are rules that are only relevant for this campaign, group or literally this house and are not included in the actual rules. A common house rule is that a natural roll of 20, for example, means instant success.

RELATED: D&D: 10 Homebrew House Rules That Can Really Change the Game

A dungeon master can bring these into play, but he also needs to make sure they stay balanced, straight and consistent throughout the game, or it will all fall apart.


5 The whole game becomes their production



Witch light hand background

Some Dungeon Masters take their job so seriously that every session is almost like a party. There’s food, drinks, fancy lighting, music, sound effects, miniatures, and anything else someone could do to really immerse their players.

Others don’t do much more than set up the table and have a good voice, and that’s fine, too. It’s hard to keep up a game with a monotonous or boring sounding DM, so those who manage to give their NPCs great personalities and voices are almost always funnier and more engaging.


4th DMing can be a real skill building exercise



It might sound like a joke, but a dungeon master actually needs to bring together many useful real-world skills in order to be successful and have fun. Many of these skills even carry over into a professional setting and some people are successfully making their DM knowledge relevant to their résumé.

DMs need to be good at organizing multiple people’s time, building time management skills during preparation, developing research skills to find everything they need, learning how to speak well in a group, making decisions on the fly, and lots other real abilities that are not easily recognizable from the outside.




3 Map creation is surprisingly fun



One of the best parts of all D&D Campaign is the cards. Regardless of whether it is just large overviews of a city or lavishly planned dungeons, a DM can create them. Even if you don’t create it from scratch, you can decide for yourself what’s in it.

RELATED: D&D: 10 Tips for Making the Best Maps

All the monsters, the loot, all the special events, all of them resort to the DM and this is going to be really exciting. It’s similar to building houses in a video game, but that way there are other people out there too to admire their work.


2 Your ideas can create lasting memories for your players



The DMs and players fulfill critical roles in a Dungeons and dragons Game. Since the DM is the one who creates the story, keeps all the rules in mind, and knows every bit of where the players are going and what their actions mean, a large part of their job is creating memories for their friends.

The best dungeons, experiences and difficult battles that will stay on players’ minds all come from the Dungeon Master. A good DM can inspire players to become game masters themselves, and each DM leaves a little bit of itself on their players.


1 The DM is allowed to answer all questions



Vampire fight D&D skill check against charm

Whether it’s answering a dispute or revealing what’s hidden behind a secret door, all players turn to the DM for answers to questions about their game. When a die rolls, its meaning is the decision of the DM. Nobody really knows what is going on without the input of a Dungeon Master.

It can get annoying at times, but in theory a DM should have all the answers. If not, then they need to be able to find or invent them effectively. DMs can also be admired for their best work. Having all the answers is a great way to make a good impression on a new player.

NEXT: D&D: 5 Ways It’s Better To Be A DM (& 5 Why It’s A Gamer)


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