On Saturday, 19 September 2009, I had the pleasure of playing in the Worldwide D&D Gameday focused on the Dungeon Master’s Guide 2. For this gameday they had each group build an adventure with some basic building blocks and then have one of the other tables run it. Their intent was to teach new DMs what it is like to put together a game for 4th Edition. DMs are the lifeblood of this hobby and its important that new DMs learn how to play. Today we will talk about four tips for new dungeon masters.
It is my expectation that this blog is read primarily by experienced dungeon masters who likely don’t need these tips. However, you may find yourself assisting another DM who has not yet run a game. Use these tips to help guide them down the path. If you ARE a new DM or a player who is considering running a game, I hope these are of use to you.

Keep it Simple
You may have big ideas on the massive fantasy world you want to bring to life with all of the character threads of a George R.R. Martin book, but keep that under your hat while you’re learning. Stick to simple stories and simple themes. Begin at level 1 if you can, avoid the temptation to start at a higher level. Most certainly don’t go any higher than 5 or 6. Use simple stereotypical stories at first to give the PCs a simple enough motivation without getting too complicated. Save the king’s daughter. Recover the ancient stolen relic. Prevent the cultists from completing their dark ritual. Keep it lean and let your story grow as your skills as a DM grow.
Use and Study Published Encounters
Encounter design can be one of the hardest parts of 4th Edition. A good encounter has a lot more than a pile of monsters. For every encounter you need well designed terrain, terrain effects, monsters, any traps or environmentals, and the tactics that will come into play. Begin by using pre-built encounters from published 4th Edition adventures, the DDI adventures, or my favorite book, the Dungeon Delve, to get a feel for how encounters are built and play. Feel free to modify these published encounters to suit your needs, but begin by studying what published authors have already done.
Recruit an Assistant
Sitting in front of five of your friends for a game like this can be pretty nerve wracking. You have a lot to worry about but you don’t have to face it alone. Recruit one of the players as your DM’s assistant. Have them record, track, and call out initiative. Don’t apologize for being new, you’re the boss here, but take their input and help when it is helpful. A DM’s assistant can help you focus on the harder parts of 4th Edition – running an encounter effectively.
Start Small
Don’t bite off more than you can chew. If you’re able, keep the number of players small. Try three or four if you can and scale your encounters for this number by removing one or two monsters. Use a small adventure at first of no more than two encounters with a couple of roleplaying scenes or skill challenges in between. Like encounters, use simple skill challenges from the book with 4 successes or 3 failures to get a feel for them before tackling some of the larger skill challenges.
The best way to learn to DM is to simply do it. Don’t go overboard, keep it simple, use what published material you can, ask for help, and stay small to keep yourself on track and grow correctly into the power DM of your dreams.


Steal/borrow/adapt. Feel free to grab rooms, dungeons, plots, monsters, hooks, setups from pre-made adventures or other games. Fun > originality. You can worry about originality once you get comfortable running a game and know how to ensure everyone has a good time.