A small group of experienced Dungeon Masters in our community discord had a brief discussion, offering some advice to a newer AD&D DM. Their posts were edited, added to, and organized for a better presentation and shared below for everyone’s benefit. Please feel free to add some of your own wisdom in the comments below and we may draw some of them in to future edits of this post.
Player Tips
Each DM falls along several continuums of narrative style including such terms as “railroading“, “breadcrumbing“, and “sandbox“. In short, these detail how much (illusory?) free choice the players have in determining how their story evolves. Some DMs have a full narrative in mind and want to direct you in a linear fashion from point A to point B and so on. Railroading you, so to speak, down a pre-defined line. Others design more modularly and have adventures that they can piece together mostly in real-time as to location and how the scene fits into their larger world.
Dungeon Master Roadsigns
If you know you have a particular preference as a player, seek out a DM with a similar style. If you don’t, you will in time likely find yourself or your DM frustrated and, worse yet, no longer having fun. If you’re not sure what style you prefer or if your tastes are more flexible or eclectic, don’t concern yourself with this bit. In either case, you are where you are and if you wish to stay at the table, go with the flow or make the decision to find a new DM.
If the DM sends you a plot hook, take it! He/she obviously has something in store for you and if you’re not interested in following it through, you likely ought to give some serious thought as to why you’re playing with said DM. Might be time for a change.
Choosing Jobs
In life, people need to be selective in what opportunities they pursue. Is this a good fit for you? Do you have the required skillset(s)? Will this advance you toward your five-year objectives? “Is the juice worth the squeeze?” and so forth. In Table-top gaming, players must think differently once they have committed to a campaign. You’ve chosen to play under the auspices of a particular DM and, for better or for worse, they have a plan and a story in mind for you. It is important for you to let them guide your choices… somewhat.
Don’t Turn Down a Job Because of a Meager Reward
Don’t be greedy with the townies. Just because the offer to clear out X monsters is low, that doesn’t mean you shouldn’t take the job. Most treasure is taken from said monsters, not as pay from the townies. And some things are more important than gold. Recognition and reputation for being heroic or effective is valuable in itself. The recognition of being capable warriors will mean jobs will come to you. You should also consider the impression on Deities or impact on the narrative you may make within the political landscape in some cases.
Your actions in the world make ripples. You want to go full-on murder hobo? Every town in the region gets a wanted poster with your likeness on it. Be heroic but not greedy. Get recognized as such. The world does not often revolve around the Player Characters. That is, at least not until they build up a reputation.
Check Your Ego
More than in later editions of Dungeons & Dragons, AD&D focuses on the group as opposed to the individual. Rather than being a collection of individual superheroes, AD&D parties are more akin to groups of better-than-average regulars doing heroic things. Character and class synergy is more important than any individual character build. Likewise, the players behind the characters are expected to share the spotlight fairly. Allow and even encourage everyone to enjoy relatively equal time speaking and acting.
In keeping with the temper your ego sentiment, no 5-page backstories unless the DM requests it. That character might very well be dead before you even level up and all that time wasted by you in creating it and the DM making attempts to accommodate it within the narrative.
Henchmen and Hirelings
You don’t have to go through this alone. There are a wide variety and large number of NPCs more than willing to aid you on your adventures. These are namely Henchmen and Hirelings. They are a big part of AD&D. They wish to share in your wealth and glory. To ride your coattails. Go to town and hire some porters to help you carry back all of your fat loot from the abandoned mining shaft nearby. Or consider hiring some men at arms to guard your horse and cart while you delve into the haunted crypt. They don’t cost all that much.
If you’re a wizard, employing a rugged henchman or two to fight off the stray monster that your fighters let through the line will save your hide. Want better protection, buy your bodyguards heavy armor and good gear. Abuse the hired help at your peril. If they keep coming back as corpses or not at all, or if you compensate and treat them poorly, you will have a tougher time finding those eager to be in your employ.
The DM Always Has Final Word
Do not argue with the DM in-session. After session argue all you want. Or at least as far as the DM is willing to engage with you. Other players likely do not want the disturbance. It will slow down the action, maybe even damage player morale. If the game simply isn’t tickling your fancy, thank the DM for his/her time and leave the table. You are not going to change how the DM is playing his game in order to satisfy your sensibilities.
Dungeon Master Tips
It is your game. You are in charge. In regards to the narrative your players will be experiencing, you are the editor-in-chief, referee, legislator and judge. In short, you are the God of your universe. That is a lot of power to bestow on someone who is responsible for guiding possibly hundreds or even thousands of hours of play for a group of humans. The key word is “responsible”.
“With great power there must also come great responsibility.” ~ Stan Lee
You are responsible for this group of humans and the culture of the table at which they will play. Keeping order and being consistent in your judgements is important. So is their fun. And yours too! You have all chosen to play a game together. Some take it more seriously than others. But never forget, in the end, you are all supposed to, nay are entitled to, have fun or find other people with whom to play.
Consider a Session Zero
Have a session zero and discuss your expectations of players, and their expectations of the game. If you are aware of your style of narrative, convey that to your players so they can assess if this is a good fit. If your players are experienced in later editions of D&D, discuss with them some key differences from AD&D and older editions. Generally speaking, those experienced in the gamut of editions note stark differences between anything from AD&D Second Edition (2e) and before to anything after.
Discuss your protocols for creating characters. How abilities are rolled and classes selected. Explore what kind of play they prefer be it combat, puzzles, or role-play. Do they want and expect murder-mystery, high adventure on the open seas, political intrigue and espionage, or maybe just some good ol’ hack-and-slash in dark dungeons. As much as you are comfortable with, play up to the players desires regarding combat, puzzles, or role-play. That will make them happy and likely you as well.
Be Flexible in Your Style
If your “open sandbox” campaign is struggling to get off the ground, “railroad” them into an adventure. Or lead them into an interesting plot with a trail of “breadcrumbs”. It’s better than sitting in silence or floundering in town, trying to figure out what to do next.
If players take too long to complete a task, you can put a time limit on it and increase or decrease the reward depending on how much time they have to complete it. If they spend too much time in one location, particularly in sketchy areas like dungeons and lairs, press them. The world keeps moving around the characters and if they barge into a goblin cave complex and then spend too much time in the antechamber, there is a good chance that one of the door guards got away and warned the group at large. Play some war drums. Send out patrols to intercept them. Set up ambushes that would not otherwise have been there. And don’t forget about wandering monsters!
Earning is Enjoying
Don’t gift your players anything unless they’ve earned it. Not much will bore your players more than a lack of challenge. Gifting does not keep players at your table for long and it runs the risk of damaging the setting. Keep them lean on the gold so they are motivated to take risks. Expenses get, well, expensive and must be paid monthly. Finding a hoard of treasure is all the more exciting when you have been worrying about where your next meal is coming from. In particular, do not litter your world with magic items. They are rare and highly valued in AD&D. At the same time, do not deprive your players of them completely. These are the ultimate rewards your characters and players are after.
Expect the Unexpected
No matter how much time you invest in leading your party down a path toward the awesome scenarios you’ve developed, there will be times when they ignore your breadcrumbs and do something or go somewhere unexpected. You cannot account for every possibility. You cannot fully develop a world, or even a single town down to every last citizen, every last relationship, every last motivation.
Rather, have some backup plans prepared for when such eventualities manifest themselves. Have a handbook of encounters and scenarios ready for when your players take the unexpected left turn, as they will often do.
As a for instance, have a plan for an authority to intervene and how they will act when the players step out of line and you need to reign them back in. Your players may, against all better judgement (and your expectations!) opt to kill the local lord of a small town and loot his manor. Have a few steps prepared for any such action in any of your towns. Maybe posters are hung throughout the region with descriptions and sketches of the offending characters with high rewards. Maybe prepare a posse with stats and gear assembled by a regional constable that can respond. Finally impose a severe consequence that won’t necessarily end the campaign but will hopefully deter such actions in the future.

5 replies on “Tips from Experienced Dungeon Masters”
Very well edited and a pleasure to read. You have a gift with words Bard.
Thank you for the original outline grumpy. it was very helpful. i could just see you guys had some gems in the original convo and didnt want it to go to waste
Another good tip is to *Know The Material.* Make sure you’ve read through the DMG cover to cover at least once. Make sure you have a near perfect understanding of the basic rules, because players will likely not know them as well, and will naturally want to stretch them and see what they can optimize and what they can get away with.
All great advice. Setting those expectations of the campaign early in the game is crucial and if the DM and players don’t want the same thing you’re just wasting everyone’s time.
agreed, saves everyone a lot of wasted time if you assess compatibility and expectations early on.