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DM101: Running the Game

DM101: Running the Game

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Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Running the Game. How to Run a Smooth, Engaging D&D Session. https://youtube.com/live/NPnsT_OPUKg Show Notes Intro Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Frostkolt the 1st, my name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. Every Dungeon Master has experienced it: You’ve prepped the session, laid out the notes, imagined the scenes… and then the players zig when you expected a zag, stall in a simple room, or latch onto something you invented on the spot. Running a game isn’t about controlling the world — it’s about guiding the energy inside it. Today, we’re focusing on the real-world techniques that make a session flow smoothly, keep players engaged, and let you adapt without panic. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media, using my affiliate links. All links are in the description below. Discussion The Table Is a Living System Before you master encounters or improv, you must accept this truth: A D&D session is not a scripted performance — it is a living, reactive ecosystem made up of: players with changing levels of attentionemotional highs and lowsunpredictable decisionssocial dynamicsand your own bandwidth, stress, and excitement Your job is not to dominate this ecosystem, but to regulate it. Everything you do — pacing, framing, narration, rulings — is a method of steering the table toward cohesion. Running a game begins with understanding that the table is alive. Your Three Practical Responsibilities as DM When the session begins, your theoretical knowledge stops mattering. What matters are the three practical, in-the-moment responsibilities: Maintain Momentum Players should always know: what is happeningwhat their options areand what the stakes look like If the energy dips, you bring it back. Interpret & Apply Rules Quickly Not perfectly — quickly.Your job is to keep the gears turning, not grind the game while flipping through pages. Deliver Clear, Evocative Information Your narration should give players enough to imagine the scene and take action — not paragraphs of lore nor vague emptiness. Running the game is about flow. The Four Types of DM Decisions (And How to Make Them Fast) Every moment behind the screen is one of these four decisions: Binary Decisions Yes or no. Does it happen? Does it work? Degree Decisions To what extent? How well? How bad is the failure? Direction Decisions Where does the scene go next? Who reacts? What changes? Spotlight Decisions Who gets attention next? Who hasn’t had a turn? Recognizing these categories simplifies your thinking. You no longer panic — you choose the type and act. Encounter Design That Runs Itself Great encounters don’t require micromanagement. They follow a simple structure: Objective – Why does this encounter matter?Hook – What forces the players to engage immediately?Tension – What raises the stakes as the encounter unfolds?Exit – What ends the scene? Victory? Escape? New information? If you define these four points in your prep, the encounter will naturally organize itself during play. This works for combat, social scenes, investigations — everything. Improvisation Tools for Real Sessions Improv is not about being clever — it’s about being responsive. Use these tools: The Three-Question Improv Trick When stuck, ask yourself: What is the most likely thing to happen?What is the most interesting thing to happen?What is the most character-driven thing to happen? Choose based on the needs of the moment. The Rule of Reincorporation If players show interest in something — a rumor, an object, a throwaway NPC — bring it back later. It feels intentional even if it wasn’t. The “Yes, But…” Technique This keeps the story moving, maintains tension, and lets players attempt anything without derailing the game. Handling Chaos & Player Surprises No matter how much you prep, players will surprise you. Good. That means they’re engaged. When this happens: Don’t Panic — Pause A 3-second pause feels natural and gives your brain space to stabilize. Re-state the Situation It clears confusion and ensures you and the players share the same reality. Choose the Simplest Outcome First Complexity is added naturally by player actions. Start simple. Make Decisions That Preserve Character Choices The golden rule: never punish creativity — reward it with consequences, not barriers. The Hidden Skill: Managing Table Energy The most underrated skill for running a session is energy management. Watch for: drifting attentionconflicting ...
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