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Wake up gang another fantastic d&d youtuber just dropped

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To me, one of the best marks of good DM advice (or for any creator) is not just sharing tips about what you COULD do, but WHY you should do it in the way the person is recommending; helping you build a methodology of better play.
Recently stumbled across this channel in some of my youtube deep dives and I have been solidly impressed since.
Take notes friends, there are some key gamemaster skills on display here.
Tableskills: Making a Game of It
Recently I learned a bit of an unspoken truth that I'd brushed up against in my many years of being a dungeonmaster that I'd never seen put into words before: If you want to liven up whatever's going on in your adventure, figure out a way to engage the players in some kind of game. It's simultaneously the best way to provide a roadblock while making your player's victories feel earned.
This might seem redundant, since you're already playing d&d but give a moment of thought to exactly what portions of d&d are gamified. Once you learn your way around the system, it becomes apparent that D&D really only has three modes of play:
Pure roleplay/storytelling, driven by whatever feels best for the narrative. Which is not technically a game, nor should it (IMO) be gamified.
Tactical combat with a robust rules system, the most gamelike aspect.
A mostly light weight skills based system for overcoming challenges that sits between the two in terms of complexity.
The problem is that there's quite a lot of things that happen in d&d that don't fall neatly into these three systems, the best example being exploration which was supposed to be a "pillar" of gameplay but somehow got lost along the way . This is a glaring omission given how much of the core fantasy of the game (not to mention fantasy in general) is the thrill of discovery, contrasted with the rigours of travelling to/through wondrous locations. How empty is it to have your party play out the fantasy of being on a magical odyssey or delving the unknown when you end up handwaving any actual travel because base d&d doesn't provide a satisfying framework for going from A to B besides skillchecks and random encounters (shameless plug for my own exploration system and the dungeon design framework that goes with it).
The secret sauce that's made d&d and other ttrpgs so enduring is how they fuse the dramatic conventions of storytelling with the dynamics of play. The combat system gives weight and risk to those epic confrontations, and because the players can both get good at combat and are at risk of losing it lets them engage with the moment to moment action far more than pure narration or a single skill roll ever could.
I'm not saying that we need to go as in depth as combat for every gamified narrative beat (the more light weight the better IMO) but having a toolbox full of minigames we can draw upon gives us something to fall back on when we're doing our prep, or when we need to improvise. I've found having this arsenal at hand as imortant as my ability to make memorable NPCs on the fly or rework vital plothooks the party would otherwise miss.
What I'd encourage you as a DM to do is to start building a list of light weight setups/minigames for situations you often find yourself encountering: chase scenes, drinking contests, fair games, anything you think would be useful. Either make them yourself or source them from somewhere on the web, pack your DM binder full of them as needed. While not all players are utterly thrilled by combat, everyone likes having some structured game time thrown in there along with the freeform storytelling and jokes about how that one NPC's name sounds like a sex act.
A quick minigame is likewise a great way to give structure to a session when your party ends up taking a shortcut around your prepared material. Oh they didn't take that monster hunter contract in the sewers and instead want to follow up on rumours about a local caravan? The wagon hands are playing a marble game while their boss negotiates with some local mercahnts, offering to let the party play while they wait. The heroes want to sail out to the island dungeon you don't have prepped yet? Well it looks like the navigator has gone on a bit of a bender, and the party not only need to track them down but also piece together where they left the charts from their drunken remembrances as a form of a logic puzzle.
Artsource
Homebrew Mechanic: Meaningful Research
Being careful about when you deliver information to your party is one of the most difficult challenges a dungeonmaster may face, a balancing act that we constantly have to tweak as it affects the pacing of our campaigns.
That said, unlike a novel or movie or videogame where the writers can carefully mete out exposition at just the right time, we dungeonmasters have to deal with the fact that at any time (though usually not without prompting) our players are going to want answers about what's ACTUALLY going on, and they're going to take steps to find out.
To that end I'm going to offer up a few solutions to a problem I've seen pop up time and time again, where the heroes have gone to all the trouble to get themselves into a great repository of knowledge and end up rolling what seems like endless knowledge checks to find out what they probably already know. This has been largely inspired by my own experience but may have been influenced by watching what felt like several episodes worth of the critical role gang hitting the books and getting nothing in return.
I've got a whole write up on loredumps, and the best way to dripfeed information to the party, but this post is specifically for the point where a party has gained access to a supposed repository of lore and are then left twiddling their thumbs while the dm decides how much of the metaplot they're going to parcel out.
Tableskills: Creating Dread
I've often had a lot of problems telling scary stories at my table, whether it be in d&d or other horror focused games. I personally don't get scared easily, especially around "traditionally horrifying" things so it's hard for me to recreate that experience in others. Likewise, you can't just port horror movie iconography into tabletop and expect it to evoke genuine fear: I've already spoken of being bored out of my mind during the zombie apocalypse, and my few trips into ravenloft have all been filled with similar levels of limp and derivative grimdark.
It took me a long time (and a lot of video essays about films I'd never watched) to realize that in terms of an experience fear is a lot like a joke, in that it requires multiple steps of setup and payoff. Dread is that setup, it's the rising tension in a scene that makes the revelation worth it, the slow and literal rising of a rollercoaster before the drop. It's way easier to inspire dread in your party than it is to scare them apropos of nothing, which has the added flexibility of letting you choose just the right time to deliver the frights.
TLDR: You start with one of the basic human fears (guide to that below) to emotionally prime your players and introduce it to your party in a initially non-threataning manor. Then you introduce a more severe version of it in a way that has stakes but is not overwhelmingly scary just yet. You wait until they're neck deep in this second scenario before throwing in some kind of twist that forces them to confront their discomfort head on.
More advice (and spoilers for The Magnus Archives) below the cut.

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DM Tip: Better Loot
Treasure is ubiquitous in D&D, it’s presumed to be one of the default motivations, if not the only motivation behind many adventures, despite the fact that very little thought has been put into the systems by which the DM generates the treasure and the party plays around with it. After nearly two decades of being a DM I can’t count the number of times I’ve made a treasure horde and handed it out to the players while feeling as if the fun game we had been playing had suddenly been put on pause.
It took me a while to realize that this was because unlike combat ( the favourite child among d&d’s many subsystems) very little attention had been made to making loot feel good at any stage of the process whether it was down to the mechanics or even the presentation.
While below the cut I’m going to get into systems about easier ways to generate treasure, rebalanced magic item prices, and how to get your players in on the fun, for now I want to focus on this element of presentation when it comes to handing out loot.
Here’s some of my findings, in no particular order:
Just like combat has “ Roll initiative” and “how do you want to do this?”, handing out loot should have codified phrases to indicate that the party is entering into a specific period of game time. It’s a ritual that will not only get them excited but have them in the right kind of headspace required for absorbing new information. The phrases I’ve been using are “ You spill out your plunder across the table/dungeon floor and there you find_____” and “With that sorted, you pack away your spoils, and return to the adventure at hand”
I completely ignore art items/gems, they’re a neat idea for flavor but they slow things down at every turn ( coming up with them during loot generations, players recording them) and are almost always junked for gp at the first possible opportunity. The exception to this is valuable trade goods/collectors items, which I mention being worth X gp in value but worth MORE if the party can find an associated merchant ( as a questhook)
GP comes first, followed by the names of the items and a brief as possible physical description. Players can ask questions generally on what items do but either have to call dibs then or divy them up on their own time. Listening to the dm dispassionately read out the stats of an item is boring as hell, only eclipsed by the dm describing the indepth LOOK of various items and then asking the party to roll checks to identify/figure out of the items work. Speed in divvying loot keeps the momentum of the game going and you want to tap into the “OOOH, SHINY” impulse of your players before their eyes glaze over.
I HIGHLY suggest keeping a party doc with the stats of all your items copy/pasted into it. Divide the doc up by characters/in the cart, so your party can always remember where shit was. Ask one organized player to be the one to keep track of the party doc and share it with the others. Call them “quartermaster” they’ll love that shit.
Unless the item in question needs to be used immediately “ It’ll be in the party doc” is your answer when they ask for stats. Update the partydoc after session so your group can have the whole week to look at it and get used to things between sessions. Gearing up with new loot is just as much homework as leveling up a character, and is best done away from the table.
After you’re done checking out the treasure generation rules below, also be sure to check out my systems on handling shopping trips, making identifying items more interesting, and managing party wealth. I’m sure you’ll find something there that can help improve your game.
Tableskills: The Proactive DM Voice
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.
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.
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 “proactive DM voice”, a skill that I think players and dungeonmaters alike could benefit from learning.
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 they’ll 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.
Or you could get proactive about it:
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 canyon’s base. A few minutes and about two thirds of the way through your decent [least athletic PC] looks like they’re 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 they’re venturing through this section of the map. I specifically designed things so that happenstance wouldn’t 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.
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, I’ll give more examples under the cut
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