Overhauling Exploration with the Illuminated Room System
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Despite playing D&D for over 20 years, every so often I'll encounter a bit of DM advice that completely changes the way I run my games. When it happens, it often feels like I've discovered a way we were always SUPPOSED to be playing, solving a problem that I'd had for years and sending me into a rage spiral about why no one seemed to figure this out back when I was first learning the game.
Lo and behold, two of my favourite online DM channels happen to hit upon the same idea mere months apart.
TLDR: To improve the efficiency and clarity of our exploration based gameplay, we should borrow from videogame UI design which makes it easy for players to know what to do by highlighting things players can interact with. From there, escape room design takes over, as interaction reveals new information, challenges, and puzzles.Â
More ideas about how to use this system (and my own ideas about spicing it up) under the cut.
Again, I cannot overstate how much this technique has overhauled my games, improving everything from dungeoncrawls to mystery investigations. Itâs succinct, itâs direct, itâs easy to both design around and run at the table. It helps focus the party on whatâs been prepped without restricting their options, and itâs even communicable to other games like MOTW.Â
One of the things I like most about it is that itâs scalable: while the system works to describe individual rooms, you can also use it to describe entire floors in larger structures, or even regions of wilderness for far ranging adventures. You can even mix and match, detailing the exterior region around the dungeon as the party searches for an entrance before zooming in to smaller and smaller areas.Â
Tips and tricks:
Since this system is all about revealing information, itâs important you know what that information is pointing to. Whatâs your partyâs goal in the dungeon? Are they exploring ? Give them information about the background of the area? Are they looking for something specific? Hints and clues towards its actual location (though they may need to connect the dots). You can also use this hidden information to forecast future threats, or tempt them onto exploration sidetracks. Â
On that same topic, you can give your dungeons a sense of life and history by connecting a few of these points of interest into their own narrative threads. Escalate the threat of a haunted tomb by leaving clues about a group of thieves who tried to delve it beforehand. Play up the chaos and comedy of an absentminded mage by leaving his research notes scattered about. Players are completionist by nature, and humanizing the lore will only make them want to know the endings even more.Â
MIx minor hazards into your investigation to keep things interesting. A chance for minor damage or afflictions every couple of âroomsâ will keep the party on edge without punishing them for their curiosity. You can also through a more major threat in there (room level trap, lurking combat encounter, debilitating curse), but in this instance the âhighlightingâ should give the party a chance of not getting ambushed.Â
I like to pair the illuminated room system with my framework for random encounters, having every âroundâ of exploration adding a unit of time. I also let my players spend time to âbrute forceâ any of the failed rolls they might have suffered, (fully tossing a room looking for a single journal, trying every combination on a safe etc.)
You can even have illuminated room exploration in the aftermath of the battle, mixing clues dropped by the partyâs foes with things that were already in the area. This is a great way to double up during the dungeon design process, designing a setpiece combat arena as a place of investigation and viceversa.Â
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Inspired by playing the new updates to Blades in the Dark and a recent discussion on the best way to use information gathering skills like perception and investigation, I wanted to share a technique that's quickly become a fundamental part of my DM toolbox when it comes to designing scenarios in D&D and other TTRPGS.
This technique is useful for building individual encounters, but can scaled up to provide structures for entire sessions or adventures. It's the closest I've come to formalizing the supposed "exploration" pillar of gameplay that WotC is so fond of mentioning but never provided any rules for.
Here's the rundown:
Figure out what your party is trying to accomplish (gather information, rescue a hostage, get through a door to the next area of the dungeon)
Establish at least one or more threats that would impede the party trying to accomplish their goal (raising an alarm, getting attacked by a deadly monster, letting their rival gain the upper hand)
By and large the thing that's going to separate your party from suffering the consequences of these threats is going to be time: a resource they have a limited amount of because you're going to arrange circumstances to maximize the drama. You don't need to keep track of individual minutes, more of an abstract sense of "everyone in the party gets to do two things before I mention they hear footsteps approaching the door."
Players are allowed any amount of surface information they'd like and a bit of faffing about on the side, but if they want to get closer to their goal they're going to need to spend time. Some actions are going to cost a flat amount of time, while others (especially those that are up to luck when time is of the essence) are going to require the party to roll. As an example: finding a secret door in a room by noticing the lack of dust on a hidden lever vs. spending ten minutes tossing the room and bruteforcing the solution.
Place a few diversions in their way, whether they be outright red herrings or time sinks that get them something but not the progress they want. (emptying the villain's safe doesn't uncover the secret diary the party is looking for, but it's rewarding in a way other than progress).
You can also be a bastard and put some traps in, not just the type that spring up and deal daamge, but the kind that make threats happen sooner (alarms, surprise guardians) but the kind that introduce new threats (curses, lurking poisonous animals, evidence left behind that alerts their foes)
It's also a good idea to scatter some hints amid the initial setup/diversions to generate those delicious "AHA!" moments and reward players who are paying attention. When someone acts off a hint or guesses the right course of action there's no time cost or roll required. They solved the puzzle, let them move on.
Depending on the scenario you might swap out time with safety, influence, or limited materials as the "resource" being consumed for the sake of the goal.
You can use this method to plan individual escape room style challenges, entire wings of dungeons, or mysteries across towns. All that's required is for your party to know what their goal is and know where to look and you can build out the whole session from there.
The thinking DMâs alternative to ârocks fall, everyone diesâ
Sometimes a the heroes fuck up catastrophically. They fail to stop the dark ritual in time, they sever one of the anchors of reality in the midst of a battle, they drop the doomsday artifact down a very long flight of stairs and it ends up breaking. You could end the campaign right there, improvising a hasty epilogue and send your party home for a couple weeks while you prepare to start from scratch. Alternatively, you could use the narrative stakes you set up for yourself and do something interesting.Â
One of the most important writing lessons Iâve learned as a DM is to ask myself âwhat happens if the party failsâ as a means of giving my writing richer dramatic stakes, because unlike most forms of fiction a d&d campaign canât have an ending predetermined by the author. To that end itâs a good idea to have some options in your back pocket for when your party goes so far off the map that you couldnât have possibly prepared for this eventuality. Taking inspiration from the âDoomscarsâ of Kaldheim, a rift event represents a breach in the fabric of reality accompanied by a natural disaster, the result of either a catastrophic release of magical energy, the fracturing of fate, or planes smashing into eachother with the force of sizemic shifts.Â
To quote Jason from The Good Place: âI'm telling you, Molotov cocktails work. Anytime I had a problem and I threw a Molotov cocktail, boom! Right away, I had a different problem.â And thatâs exactly the ethos weâre looking to bring to the table with a rift event. Whatever stakes your campaign had at the moment, whatever crisis your heroes were gearing up to face, they suddenly have a VERY different crisis which you can eat up the rest of the session ( or the session after a cliffhanger) with to buy yourself more time to figure out the long term implications of what your heroes have done.
Consider some options below:
Your party, every one, and everything are suddenly sucked into a different plane as the world is overturned around them, giving you time to move the plot forward back in the material plane while they play out a short â get back homeâ arc. The Astral Sea is a great place to dump them out, as itâs not only a shocking contrast to your mundane campaign world but can also provide novel means of transport home.
The area your party is standing is now having an earthquake, which they desperately need to escape through skillchallenges and cooperation. When they finally get clear and survey the damage, they realize that not only did they put a dent in the world, they went and created a portal to some other reality, which is now bleeding mosnters and weird magic into the material plane. Bonus points if the villain/loved ones/the mcguffin is now on the other side of the rift, forcing the party to choose between dealing with the newly emerged threat or go perusing their original goal.
Awaken a Kaiju. No really, having your mid to high level heroes inadvertently release the tarrasque or some other giant beast is a great way for them to get back to the monsterhunting days of the early campaign, AND a convenient way to not have to explain why no one mentioned the campaign ending threat lurking in the wilderness before now.
Consider Divine intervention. Thereâs no better moment for the gods to make themselves known then when all seems lost. This interference can be as direct or subtle as youâd like, either coming as a devilâs bargain or an act of otherworldly compassion. My advice is to reward the character whoâs the most pious (even if theyâre not the cleric) or the most in need of saving, and have the intervention take the form most apt for the particular divinity. A god of healing may give the lost one more desperate breath of life, enough for the heroes and bystanders to pull them from the rubble, while a god of knowledge might reveal that the past 24 hours have all been a vision, forewarning of what WOULD happen if the party makes the unwise chose. Also feel free to throw a fiendish or eldritch twist to this, with faustian pacts being made to pull the world from the fire.
Do you have any advice on making easier puzzles? I LOVE puzzles, I grew up with adventure games where sometimes why something was the correct solution wasnât obvious and I loved it because it made me think outside the box. My players ⌠they suck at puzzles. Theyâre missing so many encounters and loot so theyâre under level and under prepared half the time. They arenât exploring or learning anything about the world. But I havenât found a good way to tone them down without handholding them.
DM Tip: Puzzling it Out
While puzzles seem almost quintessential to the d&d experience, one of my greatest criticisms of how the game is currently handled is that there's almost no advice available to dungeonmasters about how they should go about designing or running puzzle encounters to maximize the fun at their table. We've got vague ideas about riddle doors, big setpiece traps, and clever envriomental mechanisms from the media we consume, but no idea how to translate those things into a format that works well in TRPGs.
Part of the problem is that there's no head's up display or physical feedback in a game of imagination like d&d: players are purely at the whims of the DM and what information they're willing/capable of providing, forcing everyone to spend a lot of time asking clarifying questions or trying out options that won't work. This grinds sessions to a halt, as not only do players need to figure out how to solve the puzzle, but spend twice as long figuring out what the puzzle is on top of figuring out if there even IS a puzzle in the first place.
Below the cut I'm going to give specific advice about how you as a DM can be better about implementing puzzles for your players in game:
My number 1 piece of advice for running a puzzle is to be OBVIOUS about it: Hint at the mechanisms involved when you initially describe the room and make them do something when the players poke at them. One of the greatest tools I've given to my party is letting them ask " what's the puzzle here?", at which point you describe the goal of the puzzle, the problem that they're faced with, and the different options they can interact with. You can keep some things out of the description, hidden or missing imputs, broken mechanisms that need improvisation or repair, but if you can be perfectly clear with what the puzzle is at the beginning , the party can dedicate their brains to trying to solve it from the get go, rather than spending most of their time at the table poking around in the dark. When they've done what you need them to do, make it obvious: have the door pop open, play the zelda "puzzle solved" sound, scream " YOU'VE SOLVED MY FIENDISH PUZZLE" in the dorkiest wizard voice you can manage, anything to let them save time and get back to the rest of the session.
No skill checks during puzzles: nothing's more annoying than knowing the answer to something and then being forced to try and retry because the dice aren't being kind. Players likewise shouldn't need perception checks to figure out basic elements of a puzzle's functionality anymore than they should need to roll to figure out if a door blocking their way is locked. The one exception to this is when they've devised a bullshit way to circumvent the challenge that's too flimsy to work on its own and needs a bit of the luck-gods blessing on order to work.
Puzzles eat up session time, so if you want to get things done this session use them as gates for optional content. Alternatively, Consider introducing a puzzle at the end of a session giving the party a whole week to think about solutions to get past it. People are generally really bad at problemsolving under pressure, and there's no reason your precious game time should be sacrificed just because the group doesn't feel like doing verbal trial and error for three hours.
General Puzzle tips
Everything I wrote in my post about âProactive DM Voiceâ applies to running puzzles, you want to point your party at the problem give them an understanding that time is limited and that their decisions matter.
When they attempt a solution, tell them why it seems not to be working and if the reason is because theyâre missing something, tell them that theyâre missing something.
To make your puzzles more interesting without making them complex is to have them missing pieces, either intentionally sabotaged or simply broken from long years of neglect. This lets you highlight two advantages d&d has over other puzzle games: improvisation and exploration. Having your players come up with wild solutions is half the fun of including puzzles in your games.Â
On the note of exploration, try to include atleast two different solutions to every puzzle somewhere nearby, whether they be lost parts for the puzzle or a means of bruteforcing the barrier it would normally unlock. This lets your players feel smart, even if its not the exact sort of smart the puzzleâs original builder would have intended.
One of the best ways to use puzzles is to use them to double up on dungeon rooms: placing a fight or other challenge in the same chamber as the puzzle to add a more interesting backdrop.
If your party is really stuck on something, rather than letting them make an intelligence check to know the answer, describe how the mechanism of the trap works and ask how they think theyâd get past it/break it. Looking under the hood like this does give them a leg up, but still requires enough problemsolving to make them feel smart.
Environmental puzzles:
These are going to be your bread and butter for most ruined or abandoned dungeons, created either by intention or because objects in the environment landed just so to create a knot that the party now needs to untangle
Rather than letting your party flounder on something that isnât solvable never be afraid to say âThat doesn't seem to do anything right nowâ or âlooks like youâre missing a piece before you can make this workâ. Itâs videogamy, but your players will thank you for respecting thier time.
One of the best ways to give your party an advantage when dealing with environmental puzzles is to take the central mechanic of the puzzle and have them encounter a simplified version of it early on. Puzzle about getting an elevator unstuck? Have them do the same to a freight crane for a minor loot drop. Puzzle about draining the water from a flooded chamber? Have them empty a massive barrel so they can reach the keys inside.
If you want to be particularly devious, consider chaining environmental puzzles, making the ones they encounter earlier in the dungeon reliant on the solving of others deeper in. That gives you an excuse to reuse dungeon rooms, as the party circles back to play with the toys youâd previously singled out for later.
Riddles
Riddles are better suited to games with the fey than for locked doors, as anyone trying to keep someone out of their chambers would be better served with an actual lock or password thanÂ
The exception to this rule is âlinguistic gapâ riddles, where a knowledgeable partymember is making a translation from instructions on how to get past the obstacle but due to age and cultural difference the translation doesnât exactly match up: navigating a cave by âheeding the unseen serpentâ and following the sound of rushing water, or âfollow pelorâs patient gazeâ to see where the sun points to at a particular time of day. Â
If you must have riddles, use them as hints rather than obstacles, pointing out secret caches of supplies or secret passages that let the party skip past other barriers. That lets them feel smart for figuring out a shortcut, while still giving them the main road of progress to follow if they get stuck.Â
Riddles also work when the architect is trying to prove that theyâre smarter than the intruder, Riddler style, or wants to leave behind a false clue that leads them into a greater trap.
As a design consideration consider having the awnser show up as a physical thing somewhere in the dungeon, even if itâs just a representation the party can spot, or evidence that it once existed there. Peopleâs brains are better at drawing connections then they are at coming up with random ideas, so figuring out that âall in armor never clinking/never thirsty always drinkingâ pertains to a fish is a lot easier if the party noticed a lot of fish in the fountain frescos a few rooms back.
Traps
I like to think that thereâs two kinds of traps, death traps, and slap traps. With the former being large indiana jones style setpieces where the players desperately need to escape, and the latter being a minor hazard that softens the party up before an actual fight.Â
Deathtraps are like boss encounters, and can be run either in tandem with a fight or as a sort of environmental puzzle on their own. Given that the architect probably didnât intend for intruders to escape the method the party uses will likely be improvised, letting them feel extra clever for surviving, rather than simply lucky.Â
Slaptraps are either best deployed as an ongoing navigation challenge , or as an unexpected threat introduced into another encounter. The days of random 20ft pits in the middle of hallways are a dark and godless time and we should not return to them
Traps that donât have someone maintaining them will either break or leave behind bodies which attract scavengers. These are important signposting to a delving party that a trap might be coming up, so be sure to include them before you unleash a new trap on them.Â
An old bit of advice Traps are put in places where the dungeonâs architect/current owner doesnât want people to go, and as such arnât likely to be in populated sections.Â
Iâm tremendously fond of Dael Kingsmillâs âClickâ system, which turn traps from a random suckerpunch into a tense problemsolving encounter. TLDR: When a trap is triggered the party hears a loud âclickâ , and has a moment to do one thing in response. This action might grant them advantage or disadvantage, or fully negate the trapâs effects on them depending on what they chose as compared with how the trap hits them. Itâs important to pair these sorts of traps with a dungeon room that has some details in it, so the party can guess in advance what the trap is.
Mazes, Codes, and Physical Puzzles
Despite how essential they seem to the genre, donât try to run these sorts of obstacles by way of actually having your players solve them. They take too long and thereâs too much of a chance for miscommunication to get in the way of progress. Iâve killed far too many of my sessions dead by throwing one of these in front of my party and expecting them to solve it then and there. Consider instead using my minigame rules to simulate the trial and error of working out something complex.
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One of the most fundamental lesions I learned over the course of becoming a great DM was that it was my job to push the story forward, not my players. When I was younger I was terrified of taking any agency upon myself for fear of railroading my group, thinking that my job was merely to read out prepared text and design a playground for my players to explore as they saw fit. Needless to say, no matter how much planning i did or how big I made my campaign world it never made my party any more energized, instead bleeding out their attention until they became listless and the group/campaign dissolved.Â
Once I made the change to DM driven play, things changed almost instantly. My once distracted players became excited collaborators, looking to steer the runaway engine that was my narrative. Where as before they were directionless, having infinite shallow options, they were now focused on the road ahead of them, trying to dodge upcoming hurdles while reacting to the unexpected ones. Â
This change took some getting used to, but became most evident in how I narrated my games, cutting down on extraneous calls for rolls, chaining together scenes until a big finale at the end of the session, using my infinite power as narrator to push receptive players into interesting situations that progressed both the story and their character arc. Over time I began to think of these changes and a bunch of others as âproactive DM voiceâ, a skill that I think players and dungeonmaters alike could benefit from learning.Â
Lets look at an example, lifted from one of the very first modules I ever ran: The party stands at the edge of a tremendously large fissure, and has to lower themselves a hundred or more feet down to a ledge where theyâll be ambushed by direrats. You could run this in a rules literal sense: reading out the prepared text then waiting for the party to come up with a solution, likely dallying as they ask questions. Have them make athletics checks to descend the ropes, risk the possibility of one of them dying before the adventure ever begins. Then you do it two or three more times as they leapfrog down the side of the canyon, wasting what was perhaps half an hour of session time before you even got to any of the fun stuff.Â
Or you could get proactive about it:Â
Securing your ropes as best you can, you belay over the side of the fissure, descending down in a measured, careful pace aiming for the most stable looking outcrop of rock, still a hundred or so feet above the canyonâs base. A few minutes and about two thirds of the way through your decent [least athletic PC] looks like theyâre struggling, their hands are coated in sweat and they can feel unfamiliar muscles burning in complaint. I need [PC] to make me an athletics check
Rather than waiting for the players and the dice to make a story for me, I took the extra step in my prep time to think of something interesting that might happen while theyâre venturing through this section of the map. I specifically designed things so that happenstance wouldnât kill off one of my heroes, but they might end up damaged and in a perilous situation should the fates not favour them that particular moment.Â
Likewise, this planning has let me prepare a number of different angles that I could use to prepare the next scene: with an injured player ambushed by multiple rats while their allies dangle a few rounds away or with the party saving their friend and descending together, too much of a threat for the rats to tackle all at once, leading them to stalk the party through future encounters.
This is already getting a bit long, but for those interested in more ways you can adopt a proactive DM voice, Iâll give more examples under the cut
A lot of people talk about âthe Mercer effectâ new people getting into d&d and begin disappointed that the group theyâre playing with aren't like critical role. A lot of creators have talked about how to combat the Mercer effect, but regardless of props or budget, I think the greatest difference between your average d&d table and what you see on shows like Critical role, Adventure Zone, or Dimension 20 is the fact that in those streamed games EVERYONE at the table is using a proactive voice, where as it seems to be a skill that most players and dms never pick up on.
Think about it this way, nearly every streaming show is made up of professional entertainers: Voice actors, comedians, people who understand that time is a finite resource and a lack of momentum can kill their performance. Thatâs why listening to them play is such a treat, everything they say or do is designed to cut down on dithering and give the greatest comedic or dramatic punch in the shortest amount of time.
You start doing the same when you start using a proactive voice at your table, leaving all the unfun number crunching and arbitrary restrictions aside in favour of telling jokes or modulating the dramatic tension, a habit that your party will pick up over time as you maintain it, which will lead to snappier play and more getting done in a single session.
Momentum is key: you always want to be pressing forward towards the meat of your session, towards the next fun npc or dramatic setpiece, and as such you need to give your party the idea that theyâre rolling towards a destination. The trick is that after a few plot relevant bits of setup, this destination is almost always a bad one, and if the party doesnât act on the opportunities youâve given them, theyâre theyâre going to end up hurdling towards disaster.
After your party has had their fun ask â Is there anything you want to do before____?â rather than â is there anything you want to do?â This gives your party a sense of urgency and forces them to act on their priorities, rather than waiting for them to decide and letting all the tension bleed out.
Be Obvious: you want players to know who and what within a scene is a means for gaining forward narrative progress, so whenever you narrate, be sure to add a liberal dose of scene hooks in with your background description.
The reason that players dither is because theyâre not sure what the expectations for a scene are or what they can do: Try to end every one of your descriptions with a prompt for action from your players, restating the problem theyâre facing, a few options that they might use to solve it, a reminder of what might happen if they fail. This also helps get past some players whoâve been trained by anxiety bad dms to expect a trap everywhere.
When in doubt, cut it out: unless you have interesting material prepared for a scene, itâs a good idea to skip over a length of time and get to the next bit of content. Thereâs no reason to detail a partyâs night of sleep in the inn after the first night, nor days of travel that aren't particularly dangerous or exceptional. Move them forward unless you feel like one of your players wants to use their downtime as a backdrop for RP
Just let them do it:Â One of the quickest ways to speed up your game and get things flowing is to cut out extraneous rolls: if your party figures out who the mystery killer is or identifies the type of monster the villagers only saw a hint of, donât have them roll to see if their characters figured it out. The same goes for solving a puzzle, or correctly suspecting something might be trapped. Instead give them a gold star for being clever little goblins and move on, rather than locking crucial plot development behind a dc. I take any excuse I can to GIVE my party information, relating it to their character backstory or their time spent in a certain region. Not only does it make things faster, it makes them more immersed. Â
They need to be allowed to mess up: When you cut down on extranious rolls, it means those left behind are important, and need to have consequences. The same goes for the partyâs decisions, which need to have real and lasting consequences (good or bad). The first time the party realizes they dropped a plot hook and someone they knew suffered for it, theyâll suddenly understand their responsibility to the world theyâre adventuring in and the story theyâre a part of.
Give your party regular breaks: While itâs important to maintain a steady momentum, sometimes itâs a good idea to let your party wander a bit, especially if youâre about to head into a longer section of action like a dungeon delve or a mystery. Give them an idea when this time will end (a crowning event at a festival, the kingâs courier will get back to them in about three days, bad weather rolling in) and then ask if thereâs a special way theyâd like to spend their time. This designated space to goof off or go on tangents is actually the best way to get stuff out of your more RP shy players, as theyâre often self conscious about taking the spotlight away from others.
I hope this gives you what you need to start making the switch over to proactive Dm voice, but if you want more inspiration pay attention to some liveplay artists, especially those who know theyâve got a limited amount of time on camera to get things done. Imitation is not only the sincerest form of flattery, itâs also one of the best ways to improve your skills.
My youngest sibling has a couple overlapping friend groups who have tried to play a few D&D games over Discord, but they've all given up as in-character arguments became out-of-character, or elements of a character backstory or adventure have triggered negative responses from one or more players, and it eventually broke up each game. I love D&D and have wanted to play with my youngest sibling for a while, and have offered several times to DM a few sessions for them and their friends, but they're hesitant as their experiences have been colored by these incidents. So I wanna ask: what advice do you have for keeping tempers cool, keeping IC interactions from harming OOC interactions, and preventing story or character decisions from becoming uncomfortable, offensive, or triggering?
DM Tip: Can't we All just Get Along?
I think there's two elements at play here, the first is whether these people should even be playing as a group to begin with, and the second is a matter of table moderation.
First let's address the former: It's the sad truth of our hobby that not everyone can play together, personalities clash, expectations differ, and sometimes the vibe just isn't there. There's no shame in that, and part of coming into your own as both a player and a DM is realizing what sort of group you'd like to have and taking steps to find one. This is one of the many reasons I don't play in store games, because for me the true magic of the game is only possible when I have the right alchemical balance of players around my table. For me, No D&D is better than bad D&D, so I am exceptionally choosy with what games I do end up playing in and will drop a game the second I determine it isn't for me. I encourage you all to have this exact same mentality, as it will lead to a higher degree of enjoyment to be had by all.
Second, lets talk about fights at the table: It has been a long, long time since I've had anything resembling open player conflict while I was running a game, and I credit that to a decision I made well over a decade ago that I wasn't going to be the sort of DM you heard d&d horror stories about. Instead, I dedicated myself to ensuring that the people around my table were going to have the best time possible, which is the only real metric of success a DM can really have.
To do this, you need to be utterly open and utterly heartless when you sense conflict arising at your table. Someone doing something that makes another player uncomfortable? Quash it, right then and there, and tell everyone why you did it. Person getting overly heated or demanding and bringing everyone down? Call a time out, get some snacks, and talk it through. Player have their feelings hurt? Pause, check in with them emotionally, assure them that it's alright to step away, then continue on.
Like any relationship, a d&d group only works when the participants are invested in eachother's wellbeing, and take that into consideration when determining their own actions. People who don't care about how they affect others are problem players, and problem players need to either be corrected or ejected for the health of the group.
Here's some things you can do at your table to avoid conflict:
Use Safety tools: A lot of people have said it a lot more eloquently than me, but there are lots of resources available to help you and your group manage the stresses that might come up during play.
Writer's room it: when describing what d&d is, I literally always start with "It's a collaborative storytelling game", despite the fact that most people forget about the collaborative part. The campaign isn't just the DM's story to tell, and the players should be given a chance to stretch their authorial power when it comes to deciding what happens. This goes double for moments of conflict, when one of the players feels the actions of another might ruin the story for them. When these sorts of things happen, zoom out, talk to your players about what's going on and what their take on current events is. This change in perspective will often let a player go from feeling that they were personally wronged, to seeing this setback as something they can use to further the story. Do not hesitate to use bribery saying: " if you're ok with your character taking a loss here, something good will happen to you later on." This advice obviously doesn't apply to anything that might violate a player's personal boundaries, which you should simply not let happen.
Say No: D&D, when done right can be one of the most intimate and cathartic experiences imaginable, to the point where it's recognized as a therapeutic tool. On a more casual level, people are there to enjoy themselves and in both instances Players shouldn't have to contend with assholes who get a kick out of ruining their fun. You as the DM are invested with the authority to let things happen/not happen, from whether or not you actually play to whether an action your players decide to take is canonical to how the story proceeds. Don't indulge the asshole, if someone does something that makes people uncomfortable, don't narrate them doing it up until one of the players gets triggered.
Encourage them to be open: everyone at the table needs to be fully up front with how they're feeling, and if one person's not enjoying themselves, you should stop. Players likewise need to be open about their own feelings so as to not get them confused with how the characters might be feeling. It's fine if your characters argue, but only if the players signal that they're cool for that level of antagonism happening in game.
Possible project idea: would folks here like a big list of d&d "character seeds"?
The idea being a two or three sentence synopsis of a character, their capabilities, and a potential story arc/motivation....likely in batches of 10. I figure they'd be useful for newer players/dms as not everyone has an expansive stable of OCs or a concept for a class build.