D&D: 10 benefits of being a DM

Many things fall on the shoulders of the Dungeons and Dragons Dungeon master. They have to know all the rules, they have to obey them, they have to make sure their players are having fun and they are responsible for all the preparation for the match.

RELATED: D&D: 10 Harsh Realities Of Being A DM

It’s not all stress and disaster though. Otherwise there wouldn’t be people campaigning for years. Being the Dungeon Master offers tons of glorious perks, giving DMs plenty of reasons to want to become one of the best of their race.

ten All final decisions are theirs


If there’s a fight, disagreement, or even just a confusing set of rules, a dungeon master has the final say on what happens. Everyone knows that a DM is the one running the campaign, so once he says something, his word rules.

It also means that if players are totally stuck and don’t know how to progress, the final decision on what to do is up to the DM. It may be scary for some, but for others it is a good last resort.

9 The whole world can come from their ideas


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

It’s also good to start with a dungeon robot and build from it, but whatever world a campaign is set in, you have to call in some of the DM’s creativity. It’s really part of the charm of taking on the role.


8 They can rig the reels and decide what the reels mean


Since everything is up to the dungeon master to decide, this also means that the dice rolls do too. If a DM is feeling particularly merciful or vicious, he can also ignore what the dice say and that’s it. It doesn’t make sense to do this in a capricious way, as it’s a sure-fire way to lose players’ interest and agency.

Additionally, an MD may also decide to reverse the script and make the low scores big instead of the big ones. They can also decide how often to randomize, what the actual meaning of that roll is, or change the importance of a roll entirely. This can lead to some very interesting interactions when done right.


seven Homebrewing is a fun part of it all


House rules do not exist in a game’s official rulebooks, but are adopted in individual games and campaigns. It can mean anything from a personalized item to an original monster. A Dungeon Master can whip up whatever he wants to fit within the limits of the game, or even expand the dimensions of a game to meet his needs.

They need to make sure, however, that the new rules are balanced, otherwise things will quickly get out of hand. This gives DMs the ability to really customize games for their players and create something even the most seasoned gamer has never seen.


6 They can also set the house rules


House rules are similar to homemade ones. These are rules that are only relevant to this campaign, group, or literally this house and not in the actual rule books. A common house rule is that a natural roll of 20 means instant success, for example.

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

A dungeon master can put them into play, but he also has to make sure to keep them balanced, keep them straight and consistent throughout the game or everything falls apart.


5 The whole game becomes their production


Witch hand background

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

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


4 DMing can be an exercise to develop real skills


It might sound like a joke, but a Dungeon Master actually needs to muster a lot of skills that are useful in the real world in order to be successful and enjoyable. Many of these types of skills are even transferred in a professional setting, and some people are successful in making their data management skills relevant to their resumes.

DMs should be good at organizing the time of several people, developing time management skills as they prepare, developing research skills to find everything they will need, learn to speak well in a group, take decisions. on-the-fly decisions and many other real-world skills that are not readily apparent from the outside.




3 Card making is surprisingly fun


One of the best parts of everything D&D campaign is the cards. Whether it’s simple glimpses of a city or intricately planned dungeons, an DM needs to create them. Even though they don’t make them entirely from scratch, they decide what is in them.

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

All the monsters, the loot, all the special events, they all fall back on the DM and it gets really exciting. It’s a bit like building houses in a video game, but this way there are also other people to admire their work.


2 Their ideas can create lasting memories for their players


DMs and players fulfill critical roles in a Dungeons and Dragons Gameplay. Since the DM is the one who creates the story, keeps all the rules in his head, and every detail of the direction of players and the meaning of their actions, a large part of their job is to create memories for their friends.

The best dungeons, experiences, and challenging battles that will stay in 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 of itself to its players.


1 The DM can answer all questions


Vampire Battle D&D Skill Check vs. Charm

Whether it’s answering an argument or revealing what’s behind a secret door, players all look to the DM for answers to their game’s questions. When a dice is rolled, its meaning is the decision of the MD. No one really knows what goes on without the input of a Dungeon Master.

Sometimes it can get boring, but a DM should theoretically have all the answers. If they don’t, they must be able to find or invent them effectively. DMs can also be admired for their best work. Having all of the answers is a great way to make a good impression on a new player.

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

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