Whether it’s your first time or your hundredth, running a Dungeons and Dragons game can be intimidating. Every group will be unique and game will have its own flow but there are a few ways to help any game run a little smoother. Here are 5 quick tips on running your own Dungeons and Dragons game.
1. Recap at the beginning
Depending on how frequently your group gets together, it’s very likely people have forgotten what happened. A recap is always a great starting point. Get everyone on the same page about what’s happened and what the plan is for the coming session. You don’t want to dive right into a battle if your players don’t remember who they’re supposed to be fighting!
2. Start with a question
Another way to help your your players warm up and ease back into the characters and setting is to ask a pointed question about their next move. “How are you planning to break into the Count’s home?” for example. This provides them a starting point to think about, and gets them working together right from the beginning.
3. Remember to take breaks
Sessions can run for 4-6 hours — or more! — sometimes, so breaks are important for everyone. It’s a great way to let you and your players stretch your legs, grab snacks, and think about your next plan. A break right when the action is getting intense will make sure the break is short and everyone is eager to get back to the game, while breaking after a hard fight provides time to revel in the victory and highlight the best moments.
4. Let the skills shine
Your players’ characters generally have one or two skills they’re really good at, or niche feats that require particular circumstances to work. Your rogue is probably stealthy, your cleric perceptive, and that fighter on a warhorse is most effective with room to charge. Present some challenges that let your players use those high skills in the game so they all get a chance to shine.
5. End at a cliffhanger
This isn’t possible every game, but ending when the players are eager to keep going helps maintain excitement until your next session. While you can’t always end right before a big fight, you could, for example, end before the players know if their deception roll fooled those pesky guards.
While every game is different, these tips can help your game run more smoothly and keep everyone engaged. Remember, the most important thing is to have fun, so listen to the needs of your individual group.
I like #3 Take a Break. Too often after a big battle or major event, the party’s adrenaline is high and they can’t stop talking and don’t concentrate on the ongoing progress of the game. This is annoying for the DM and makes it tough to get the group back on track. A break at this point would give them a chance to ‘cleanse the palate,’ to blow off steam and re-focus before continuing.