D&D 5e: A Beginner's Guide

For decades, Dungeons and Dragons was seen by much of the public as a niche game that found its home in the hearts of school-age outcasts as a way to spend (or waste) their time playing in fantastical worlds as a distraction from the real world around them. It was even seen, for a longer time than seems possible, as a gateway into Satanism during the height of the Satanic Panic.

However, in the past decade, D&D has fully entered the cultural zeitgeist and has become a mainstream form of entertainment in the age of Stranger Things and the ever-increasing popularity of Critical Role and other Actual Play Podcasts. There are more people playing the game than ever before as it has climbed out of the basement and into the broad daylight of kitchens, dens, breweries, and computer screens. And with more people means there are new players and New DMs (*wink*) every day.

So, I figured if you’re here and you’re new to this hobby, I’d give you a complete beginner’s rundown of Dungeons and Dragons. Take a moment to grab your sword and spell book and let's dive into this dungeon.


What is Dungeons & Dragons?

Dungeons & Dragons (D&D) is a tabletop roleplaying game (TTRPG) originally created by Gary Gygax and Dave Arneson in 1974. D&D was inspired by wargames and miniature wargaming, however, Gygax and Arneson wanted to create a game that would allow players to experience the thrills of wargaming without having to use miniatures or maps.

While the game was initially slow to gain popularity, it eventually became a huge success, becoming the most popular TTRPG in the world in the ‘80s. D&D has been revised and updated several times over the years. Its popularity has waxed and waned over the years and systems. The current edition of the game is D&D 5th Edition, which was published in 2014 and there is no doubt that it is more popular than ever right now, which is likely thanks to 5e’s simplified system as well as the ease which the internet has added into finding groups and playing virtually.

Now, you may be asking, since I’ve said it multiple times here:

What’s a TTRPG?

A tabletop roleplaying game is a game where players (typically) create their own characters and go on adventures together (or sometimes solo). These characters made by the players are known, unimaginatively, as Player Characters (PCs).

The game is led by a Dungeon Master (DM) – or Game Master (GM) if it is any system other than D&D – who is responsible for creating the adventure and controlling the non-player characters (NPCs). TTRPGs can be played by any number of players, but generally, it is a group of four to six, where the players control their PCs and navigate the adventure the DM has put together (aka a Session). Over many sessions, players can explore the world, fight monsters, solve puzzles, interact with NPCs, and much more, to create a cohesive and collaborative story known as a Campaign.

While D&D is a TTRPG with core rule books, canon monsters and classes, and pre-built worlds, what it really is, at its core, is a collaborative storytelling experience where the DM and players work together to create a story. The DM creates the setting, the NPCs, and the challenges that the players face. The players then use their imaginations to decide how their characters react to these challenges and, in many situations, go to places the DM never imagined.

The stories that are created in D&D can be anything from epic quests to lighthearted adventures. They can be serious or silly, dark or delightful, but generally, they are a mix of everything, as is the way with life. The possibilities are endless.

How do I get started?

Now that you have a basic understanding of what Dungeons and Dragons is, let’s look at how to dive into the world and embark on your first adventure.

1. Gather Your Party: As much as many of us introverts wish it wasn’t so, there’s no playing D&D without first getting a group together. The easiest way to do this is to convince your friends to join you on this quest, for some people that will be easy, especially if your friends already show an interest in gaming. However, that isn’t always the case. That’s when you have to branch out.

Find a local game store, pub, or even library hosting D&D nights. Search online platforms like Roll20 and Discord for virtual gaming spaces. Join a game over on RPG Club with a professional DM and a group that will likely never miss a session since it is a paid service. Or, do what I did, and head over to Looking For Group on Reddit, you can either post what you’re looking for or scour the thousands of posts looking for a group that matches what you want (just remember to play it safe when meeting strangers, pick a public space to at least start out at).

2. Choose Your Edition: As I pointed out above, D&D has been around for a long time with many iterations. There are people who swear by each and every one (especially 3.5) for any number of reasons. I personally would suggest starting out with the 5th Edition for its accessibility and player-friendly mechanics. However, you can choose any edition that interests you with the caveat of finding the rulebooks for each.

3. Designate the DM: Without a Dungeon Master there is no Dungeons & Dragons. One person in the group is going to have to rise to the occasion and dawn the cowl of DM. If no one is stepping up, there is no better person than yourself to take the helm.

It may seem daunting to be a DM, and I won’t lie, there are times that it is, but it is also an incredibly rewarding experience and in my time being a DM I have learned more about D&D than I ever did as a player, which, in turn, has made me a better player when I do get the (rare) chance.

If the thought makes you too nervous, that is where the online D&D spaces really shine. There are countless people online who are experienced (and New) DMs who are looking to get a consistent game going.

If you do step into the DM seat, might I suggest giving my DMing Basics Guide a read?

4. Learn the Basics: In order to play D&D you have to have at least a passing knowledge of the rules of the game. The best way to learn these is to get three books: The Player’s Handbook (PHB), The Dungeon Master’s Guide (DMG), and the Monster Manual (MM). In my opinion, that is their order of importance for reading, though they all are necessary to read if you plan on playing long term.

However, as I wrote in my post about Everything You Need to Start Playing D&D, you don’t even have to purchase the books to play, you can get the free PDF of the Basic Rules from D&D Beyond. Familiarize yourself with the core rules, especially combat, skills, and character abilities. Don't worry too much though; you'll learn as you play!

5. Get The Essentials: As you learned in the history of D&D, the game was made to be able to play with almost nothing. Now, if you’ve looked into it at all, I’m sure you’ve seen all the stuff people get to make their games as visually stunning and dynamic as possible.

But, you don’t need all that. Get a basic set of polyhedral dice (d4, d6, d8, d10, d12, d20) which can be found at your local game store or online for less than $10, a pencil, an eraser, some paper, and some character sheets (which can be downloaded for free). That’s it. Everything else is frills.

6. Choose Your Adventure: Whoever takes on the role of DM will have to come up with the adventure that you will be running. While I highly suggest building your own world and own adventure (let that creativity shine), there are countless places out there to get pre-made adventure modules. These can be perfect for a New DM who is still learning the ins and outs of the game. Sign up on D&D Beyond and you get the fantastic Lost Mine of Phandelver adventure to run for your group. Or check out Dungeon Master’s Guild where there are countless free or inexpensive adventures like the ones I recently wrote about.

7. Create Your Character: While the DM is focused on the adventure, the players should be busy creating their PCs. Dig through the Player’s Handbook and let your creativity run wild! Choose a race (elf, dwarf, human, etc.), a class (wizard, rogue, warrior, etc.), and a background to define your character's story.

If it is your first time playing, I highly suggest going with a more basic build and not branching out too far as some of the more out-there builds, while incredibly fun, can be daunting and you have a better chance of misusing or completely missing your abilities. Prior to building a character, I also highly suggest checking out my guide to Creating Unforgettable Characters.

How do I Play?

You’re all set to play. Now what? Well, first you’re going to have a Session Zero.

What’s a Session Zero? As I put it in my post about How to Run a Successful Session Zero, “A Session Zero is an initial meeting before a campaign begins where the Dungeon Master and players gather to collaboratively set expectations, discuss campaign themes, establish character connections, introduce safety tools, and outline rules. It's also a great time to build excitement and camaraderie among the players, especially if you’re bringing together a group who maybe doesn’t know each other that well.” And I stand by that definition.

Now it’s time for Session One. Going into your first session will be a moment filled with excitement and probably some nervousness. Don’t be too worried, you’ve prepped yourself for it, plus, everyone should know it’s your first time, and if they’ve done it before they know how you’re feeling and should be willing to help.

However, here’s the most basic way to remember how to play the game if you get overwhelmed. Remember that dance game that was the bee’s knees in the early aughts, Dance Dance Revolution, aka DDR? Well, DDR in D&D is how the game is played Describe, Decide, Roll.

  • Describe: The DM describes a situation or scenario that prompts the players into action.

  • Decide: The players decide what actions they will take.

  • Roll: If any of the players’ actions require a roll, the necessary dice are rolled. The outcomes of these dice rolls are then described by the DM. Rinse and repeat.

It really is as simple as that. You could stop reading here, go and do the steps above, and start playing D&D. However, this is a guide for complete beginners, so if you want a bit more continue down below. If not, happy adventures!


While it is that simple. When it comes to the rules, there are some that are the most important to know in order to play. The rest you’ll get better at remembering over time. However, before I jump into the must-remembers, I want to share a little common D&D lingo that will help you read not only this guide, but others you check out. Plus, you’ll be using these shortened terms at the table in no time.

I’ve already started you off with DM (Dungeon Master), PC (Player Character), NPC (Non-player character), and TTRPG (Tabletop Roleplaying Game). Here are a few more:

D(X): X-sided Dice. If you are rolling a d20, that is a 20-sided die. D6 is a standard 6-sided die.

AC: Armor Class. This is a measure of how difficult it is to hit a character with an attack.

HP: Hit Points. This is a measure of a character's health.

XP: Experience Points. Points earned by characters for defeating enemies and completing quests which are used to level up.

Crit/Nat20: Critical Hit/ Natural 20. Rolling a 20 on a d20 for success.

Crit Fail/Nat 1: Critical Fail/ Natural 1. Rolling a 1 on a d20 for failure.

BBEG: Big Bad Evil Guy. This is the main villain. You’ll typically have smaller ones for each adventure and then a bigger one for the campaign.

Session: Each time you and your group get together and progress the story.

Adventure: An arc of the story you are creating at the table. An adventure can last many sessions, and you will have many adventures in your campaign.

Campaign: The entirety of your story. All of your sessions and all of your adventures are adding up to your campaign.

Homebrew: Custom content created by players or DMs, expanding beyond the official rulebooks.

TPK: Total Party Kill. A situation where the entire player party is defeated.

RAW: Rules as Written. This refers to following the game rules strictly as written in the official materials.

Railroading: When the DM forces players into a specific storyline or limits their choices. You don’t want to railroad (too much).

Metagaming: Using knowledge from outside the game to make decisions within the game. For example, a player might metagame by refusing to interact with a certain NPC because they know that the NPC is a traitor, or even worse, knowing a monster's weaknesses because you’ve read the Monster Manual and allowing your character to have that knowledge even if they wouldn’t. Metagaming can ruin the immersive experience of D&D, try your best not to do it.

Party: Let’s end on a fun one. Your party is the group you’re playing with. Make sure you have fun with your party.

Main rules to remember:

  • Initiative

When you enter combat the DM will say something along the lines of, “Everybody, roll initiative.” This will determine the order in which combat will play out. Everyone in the combat, including NPCs, will roll a d20, and combat will start with whoever has the highest roll + dexterity modifier, go down in order until the last person has gone, and then return to the top of the roll order.

  • Action Economy

The key to making the most of your character is knowing their action economy, meaning all of the actions you are allowed to take in a single turn. In D&D, each turn in an encounter takes up six seconds of in-game time. In those six seconds, you can do many things, but the most basic breakdown is Movement (M), Interaction (I), Action (A), Bonus Action (BA), and Reaction (R).

Movement: You can move a distance equal to your speed. This can be broken up into Move, (I, A, BA, R), Move if it makes sense.

Interaction: You can freely interact with objects during your turn or communicate with others in the scene. (Open a door, draw a weapon, hand an item to someone, etc.)

Action: This is your main action during your turn and is limited to one per turn (unless you have special abilities). Typically it will be attack or cast a spell, however, there are many actions listed in the PHB (Dash, Disengage, Grapple, Hide, Stabilize, etc.) Get familiar with actions as they all can come in handy in certain situations, not every action needs to be an attack.

Bonus Action: Like your Action, you get one BA per turn and it is often determined by your race, class, and/or feats you have taken.

Reaction: Reactions can be made at any time during combat, typically in response to a trigger. You get one reaction per round and they renew at the beginning of your turn. The most common is an opportunity attack if an enemy leaves your reach during their turn, however, there are many other Reactions that you can pick up along the way.

  • Ability Checks

Ability checks are used to determine whether or not your character succeeds at a task that is not covered by any other rules. Typical ability checks are things like Strength or Athletics checks to see if you can climb a wall, Perception to see if you happen to notice a trap or a nearby threat, Insight to recognize if someone is lying to you, or Deception to lie to someone. To make an ability check, roll a d20 and add your character's proficiency bonus (if they are proficient in the ability being checked, which you will see on your character sheet). If the result is equal to or higher than the difficulty class (DC) set by the DM, your character succeeds at the task. If the result is lower than the DC, your character fails at the task.

  • Saving Throws

Saving throws are used to determine whether or not your character avoids the harmful effects of a spell or other effects. You may have to make a Dexterity saving throw to jump out of the way of an object, a Constitution save to avoid poison damage from a monster’s bite, or a Wisdom saving throw to not fear a seemingly terrifying magical effect. Saving throws are dealt with in the same way as ability checks, however, your proficiencies will be different.

  • Attack Rolls

Attack rolls are used to determine whether or not your character hits a target with an attack and will be likely the most used roll in the game. Once again you pull out that handy D20, give it a roll, and add your character’s attack bonuses. With attacks, you are rolling against a target’s Armor Class and the rule is, meets it beats it, meaning if your roll is equal to or greater than their AC, you hit. Anything lower and you miss.

  • Advantage and Disadvantage

Advantage and disadvantage are two special game mechanics that can be applied to rolls. The DM will often let you know if you are rolling with either, but if you have a skill or item that gives you either, it is on you to remember and to use them. When you have advantage, you roll two d20 and take the higher result. When you have disadvantage, you roll two d20 and take the lower result.

  • Death Saves

You have a certain number of Hit Points, which represent your character's health. If at any point your HP reaches 0 or below, you fall unconscious and start making death saving throws each time it is your turn in initiative. You roll a d20. 10 and above is a success, and 9 and below is a failure. Three successes and you are stabilized but still unconscious. Three fails, and your character dies.

  • If at any point your character receives any form of health, you stop making death saves and come back to consciousness with however many points of health you received.

  • If you are hit while making death saves, that counts as one automatic failure.

  • If you roll a 1 on the die (aka a Nat 1) you take two failures.

  • If you roll a 20 on the die (aka a Nat 20) you become conscious and regain 1 HP.

One major thing to remember is if you are hit and the damage is more than your current HP + your max HP, you die instantly. So, if your HP max is 20 and you are down to 7 HP and an enemy hits you for 28 damage in one attack, you do not make death saves, you are dead.

What else should I know?

Outside of these basic rules the most important thing you can do, especially if you’re a player, is to know and remember your character’s abilities. The DM often has a hundred things running through their minds all at once and by making sure that you know how to run your character correctly is one way to help take away one of their spinning plates.

Things to know:

  • Your Spells and how they work

Know casting time, spell range, duration, damage type, and if you roll or the enemy rolls.

Remember: Spellcasters are harder to play than Martial classes because of spells, so if it seems daunting stick with Fighters, Barbarians, and Rogues to start out.

  • The Story (up ‘til now)

Take notes either during or post-session and do your best to remember what has happened so far. Good DMs are constantly working in player backstories and weaving back in details from earlier sessions. Nothing sucks worse as a DM than bringing back an NPC or major piece of lore from earlier in the campaign and no one knows what you’re talking about. Don’t be that player.

  • Your Current HP

The DM is tracking every NPC’s HP, spells, attacks, movements, etc. You can keep track of your own health.

  • Item Effects

Same thing goes here. If you have a +1 shield, or an amulet that makes you immune to poison, or anything like that, it is your job to remember that. You should want to anyway, it usually is to your benefit.

  • Status Effects

In the same vein as items, sometimes you’ll get hit by a spell and you’re blinded or stunned. Do your best to remember that, and if the DM forgets that you poisoned that monster, speak up and remind them.


If you keep all of this in mind you will be walking into your first D&D session ahead of most people. And the most important thing to know and remember is if you happen to forget some of this or you make a mistake, it doesn’t really matter. Don't worry about being perfect. Everyone makes mistakes, especially when they're new to the game. Just have fun and learn as you go.

With that said, a good way to avoid making mistakes is by not being afraid to ask questions. If you're not sure how something works, ask your DM, a more experienced player, or if you’re all newbies, take a moment to look it up. Remember, D&D is a cooperative game, so it's important to work together with your fellow players to make the game the best you can.

And the most important rule of all to remember is … it’s just a game. That’s it. It’s for fun. Don’t let yourself get bogged down by the rules or allow it to become something more serious than it needs to be. Go by the rule of cool and just have some fun with your friends making a badass story together. If you’re not having fun, you’re not doing it right.

Now get out there and get playing. Happy adventuring!

How to Run a Successful Session Zero

You’ve read all the rulebooks. You bought a nice set of dice, or ten. You’ve been running through all the cool monsters you’re going to throw at your party and the unique encounters you will craft. You have an idea of the world that you want to run it in. You have a handful of friends who heeded your call to adventure and have agreed that they want to play Dungeons and Dragons on a regular basis. You’re oh, so, close to a world of boundless imagination and epic adventures. 

But before the quests, battles, and mysteries begin, there's a crucial step that sets the stage for the perfect campaign: Session Zero. This guide will walk you through the essentials of running a Session Zero that's geared towards collaboration, setting expectations, and creating a safe and comfortable space for everyone at the table.


What is a Session Zero? A Session Zero is an initial meeting before a campaign begins where the Dungeon Master and players gather to collaboratively set expectations, discuss campaign themes, establish character connections, introduce safety tools, and outline rules. It's also a great time to build excitement and camaraderie among the players, especially if you’re bringing together a group who maybe doesn’t know each other that well. Think of it as the creation of The Fellowship of the Ring in Rivendell, and you’re Elrond. 

 

That’s you over there on the right

 

Step 1: Fellowship:

You can choose to skip this step if the group you’re playing with is already a solid group of friends. But, if it’s not then it is important to build a sense of camaraderie amongst the group. This can be as simple as starting out by letting everyone chat, maybe have a pint to break the ice. But, the key here is to get everyone to open up a bit and relax. Ask them a few questions:

  • What got you into ttrpgs?

  • If you could play in any fictional world, which one would you choose?

  • What is your favorite aspect of D&D? Combat? Roleplay? Mysteries?

  • For you, what makes a campaign most intriguing?

Simple, engaging questions will get people to open up, excited for what’s to come, and give you as a DM more insight into the game you’ll be running. Take notes, they’ll be infinitely beneficial down the road. 

Step #2: Setting Expectations

With everyone feeling a bit more open and comfortable, now is the perfect time to make sure that everyone is on the same level when it comes to table expectations. Clear communication from the start helps prevent misunderstandings later on.

There are not-so-serious things to discuss like:

  • Can you eat at the table? 

  • Will people be enjoying adult beverages? 

  • Are there any house rules you want to implement? 

  • Do you want to use computers or phones, or stick to pencil and paper?

Then there are the necessities for the game to run like:

  • What level of play do you prefer – are we starting at level 1 or do you want to step into this world a little more powerful? 

  • How challenging do you want this to be – do you want to feel powerful as you level up, or do you want the world to be a deadly and dangerous place no matter how powerful you are?

  • Do you prefer a more curated story experience or an open-world sandbox to dive into and explore? 

  • What campaign themes do people want to see?

  • Is there a specific zone you’d like to start in or spend extra time in – do you want a mountainous survival horror in the frigid spires of this world or a city-based mystery, do you want to start in the Underdark or Open Seas?

  • What will the tone be – serious, comedic, gritty?

  • Will you be roleplaying?

  • Is PvP (player versus player) wanted/allowed?

  • Will you be doing theater of the mind, or using grids, or even full mini sets (if so, kudos to you)?

  • Are there any species or classes that are off the table?

  • How loosey-goosey can you get with rules?

And then there will be serious topics like:

  • Are there any content restrictions and sensitive topics that are a no-go (i.e. slavery, racism, sexual assault, guns)?

  • Should you dodge real-life stuff that might take people out of the immersion (i.e. politics, religion, the pandemic)?

  • Do any players have types of gameplay that ruin the game for them (i.e. murder hobos, lone wolves, or spotlight hogs)? 

Dealing with all of this now helps pave the way for a cohesive and enjoyable gaming experience.

Clear communication from the start helps prevent misunderstandings later on.

Step 3: Introduce Safety Tools

While this is something that is often overlooked, and for some people, seemingly controversial, safety tools can be essential for player comfort. It may be easy to believe that you know the players at your table and know their levels of comfort, but people change, and what is fine for someone one day may not be another, we can never know everyone’s personal experiences, and it can’t hurt to offer them something simple to do if they get to feeling uncomfortable at the table.

Introduce tools like the "X-card" (allowing players to veto content that makes them uncomfortable) and the "lines and veils" concept (defining what topics are off-limits and what can be approached with caution). Establishing these tools shows your commitment to creating a safe and inclusive environment.

If you’re looking to add in safety tools to your group, I find this comprehensive toolkit from Kienna Shaw and Lauren Bryant-Monk to be invaluable.

Step 4: World-Building:

A great campaign begins with a great world and Session Zero is the perfect time to have some world-building discussions with your players. If you are coming in with an idea for a world, share it with them and then encourage them to share their ideas for the setting, lore, and even potential plot hooks. This collaborative approach not only makes players invested in the world but also sets the tone for a campaign where their creativity matters.

Plus, the old adage is two heads are better than one, and there is a good chance that one or more of your players will throw out a thought or idea for the world that you would’ve never thought of that sparks some incredible change to the entire campaign. I will say it here and in a hundred other places on this blog, D&D is all about collaboration, use it as much as you can.

Step 5: Character Creation

You’ve got a world, or at least a rough draft of one, now it’s time to fill ‘er up. This is the part players will likely be most excited for and it’s a good way to make sure that you are bringing together a balanced party. It also gives you, as the DM, a chance to help players, especially anyone new, in building rounded characters. And, everyone gets the opportunity to roll their very first rolls of the campaign to get their stats. A couple of questions that need to be answered at this stage are: 

  • How will experience work in this campaign, milestones, or experience?

  • Encumbrance, is it a thing, or do you not really track it outside of unreasonable weights?

  • Will you be using the newest character creation rules from Tasha’s Cauldron of Everything? If you are it truly can change up the game significantly, and I think in a positive way that is less restrictive. 

  • Are feats allowed, if they are, will you be allowing all of them or do the players have to ask first?

  • If you’re starting at higher levels people may have to pick schools, or pacts, or any of the things that come at level 3. Also, how often are you going to allow magic users to swap out spells? 

  • Are there any abilities that are a no, such as flying, which can honestly break some parts of the game if you’re not careful?

Encourage players to weave their characters’ stories together ... This approach fosters a sense of unity from the beginning.

Step 6: Establishing Character Connections:

With at least a basic outline of the characters (it’s best to let people ruminate on things like spells, feats, etc.) encourage players to weave their characters' stories together. As someone who didn’t do this prior to running their first campaign, I will tell you, do this. It may seem fun to try and weave them all together into a cohesive unit, but it is no easy task and eventually, it kinda requires your players to just go along with it. Discuss how their backstories might intersect, creating built-in camaraderie and shared goals. This approach fosters a sense of unity from the beginning and reduces the "strangers in a tavern" trope. 

Step 7: Campaign Hooks and Goals

With characters connected, it may be a good time to lay down the campaign's overarching hook during Session Zero. What drives the characters together? What's the main conflict? Additionally, discuss character goals that could be woven into the narrative. This isn’t a necessity and it all may come out in the first session, but it can be useful.

Also, talk about how long this campaign may last, what level the characters will start at, will it be a sandbox adventure or more of a linear storyline where there is one big overarching plot. By talking about these things, you are setting the foundation for a cohesive campaign where each player feels invested.

Step 8: Introduce the First Adventure

You did it, you’re at the end of session zero. Now it’s time for the finale. Think of it like a prologue to a book, a little taste of what’s to come in session one. You’ve talked through much of what’s to come, now give your players an amuse-bouche to whet their questing appetites. It will end the session zero on a high note and get everyone pumped for the campaign. And now, you better get to work, as a DM there’s always more work (there are ways to make it easier though). 


Running a successful Session Zero is about much more than establishing rules and character details. It's a collaborative experience that sets the stage for a rich and immersive campaign. A good Session Zero can create a foundation that allows everyone to dive into the game with enthusiasm and confidence from the get-go.

Remember, the goal is to cultivate a space where storytelling, teamwork, and shared creativity flourish. Let your Session Zero be the gateway to an epic adventure.

*Special thanks to Aric Geesaman for helping brainstorm on this and adding in some quality tips. If you’re looking for a quality knife, you should check out his stuff over at Ash Blæds.

The Efficient Dungeon Master's Guide

As a Dungeon Master, you'll inevitably encounter moments of burnout along your journey. Dungeon Mastering is a long-term endeavor, and even the most passionate DMs can find themselves in need of a breather.

When you first start a new Dungeons & Dragons campaign as a DM, you're brimming with enthusiasm. You eagerly dive into over-preparation, crafting intricate lore, contemplating character voices, and meticulously designing monsters and encounters for your players. This enthusiasm is a vital ingredient for becoming a skilled DM.

However, there are times when the stars don't align. Life becomes chaotic, leaving little time for preparation. Your players may unpredictably veer off the planned path, or you might simply find yourself lacking inspiration. It's all part of being human and happens to the best of us.

In such moments, fear not. Within this guide, you'll discover sage advice to navigate these challenges. Whether you're looking to simplify your DMing style temporarily or fully embrace a more efficient approach, rest assured that you can still create fantastic D&D (and other TTRPG) sessions without an overwhelming amount of prep work.


1. Use pre-made content:

As I’ve said in other posts, I’m personally not a fan of using pre-made content for my campaigns. Creating the world collaboratively with my players and building it out over time may be my favorite part of being a dungeon master. However, there is no denying that there are many great pre-made adventures available, both official and third-party that you can put to good use. Even if you just dive into them for a session or two, these adventures can save you a lot of time and effort, and they can also be a great way to get ideas for future sessions, and to see other people’s ways of crafting adventures.

There are plenty of free or inexpensive adventure modules available all over the internet, but my favorite place to get them is over at The Dungeon Master’s Guild. There are adventures for all party levels and experience levels. I currently read through one that is perfect for a New DM and a low-level party looking to learn the ropes of 5e. It’s called Prize of the Mountain Prince and was made by AJ aka Pasta_Parade over at the D&D Twitch stream Choose Your Roll. And keep in mind, even if you’re using a pre-made adventure you can alter and tweak things to fit your campaign; you’re the only one reading the adventure, and there’s no penalty for making it your own.

2. Recycle, Reuse, Reinvent:

It may be a bit off-putting, especially if you’re a creative person, which you likely are as a Dungeon Master. However, one of the most effective tricks to making your job easier for a few sessions is recycling content. Don't hesitate to reuse NPCs, settings, or even entire encounters from previous sessions. 

Unless players are metagaming – which if they are, shame on them, you gotta put the kibosh on that right away – you can re-skin any monster stat blocks to be whatever you want them to be. That Dryad from session 4, that is now a Druid priest. The Quickling that was in the woods as well is the Druid’s Rogue companion. And the handful of Blights you used are all Druidic guards. Claws are daggers. Needles are arrows. Vine Blights are big brutes who can cast entangle. With a bit of tweaking, your players will be none the wiser, and you'll save valuable prep time. 

 
 

Another fun way to re-use is literally have the exact same tavern, or magic shop show up in a different city or town. You don’t have to spend time creating anything new and its a fun mystery hook to toss in. Your players can spend a whole session just starting to unravel the mystery. 

Do this sparingly, but don’t be afraid to use it from time to time. 

3. Now stop, collaborate, and listen: 

This is one for every time you are at the table and one of the main pieces of information that every dungeon master should keep in mind, D&D is a collaborative storytelling experience. Don't shoulder the burden of creating the entire narrative yourself. Encourage your players to contribute to the world-building process. Their ideas can breathe life into your campaign, making your job as DM easier and more enjoyable and getting them more invested in the world they are playing in. 

Do your best to leave gaps in every session that your players can fill in and put their imprint on. “You walk into The Prancing Pony (*bit of a hint for an upcoming point*). It’s rather busy tonight, lots of folks in for a pint and a bite. Who do you approach and what draws you to them?” Boom, you have a new NPC that your player came up with and their answer to the question can give you a hook for this part of the session. And now, the player is interacting with a person they’re actually intrigued by because they came up with them. Three sessions from now, when that new NPC goes down in a battle, they’re going to feel attached and there will be higher stakes to get them back up. 

One tiny caveat to this type of DMing is that you have to hone in on one skill that most every DM needs and we will cover that in the next point. 

4. Improvise Like a Pro:

If you spend your time honing one skill as a DM it should be improvisation. Being able to think and act on the spot will make everything you do that much easier. Sometimes, players will throw curveballs that no amount of prep can anticipate. When that happens, remember that it's okay to wing it. Your players won't know if you're making things up on the spot, as long as it feels organic and enjoyable.

The easiest way to get better at improvising is by building a better understanding of the rules of the game, the lore of the world, and having a few random tables at hand for NPC and shop names, item lists, treasures, or whatever you have the most trouble coming up with on the fly. There are great random tables in the Dungeon Master’s Guide and countless ones online, for names, it doesn’t get better than Fantasy Name Generators, for loot 5e Loot Shop, and for everything else and more Donjon is the place to go.

5. Use Props and Tools Sparingly:

I could harp on this for hours, it is a main point in my blog post about the essential items needed to play D&D, which is actually very little. But, while elaborate props and maps can enhance immersion, they can also be time-consuming for a DM, and expensive. As long as your group isn’t accustomed to them, don't hesitate to lean on theater of the mind and simple sketches when necessary. And, if you’re having trouble getting a session put together, just make one or two in a row that have less combat and adventure and are more focused on social interaction. 

6. Steal Shamelessly:

Back in point three, I referenced The Prancing Pony from The Lord of the Rings. As a writer and creator, fighting the fight against plagiarism is embedded deep in me and something I take seriously. However, DMing is one of those places where it doesn’t matter. If you’re not making an actual play podcast or planning on writing your campaign down as the next big fantasy novel then steal, baby, steal. 

Take ideas shamelessly from books, movies, video games, or other campaigns. Me, I like Devi from The Kingkiller Chronicle by Patrick Rothfuss, so my campaign has its own version complete with her harsh credit system; I tweaked it here and there, but anyone who has read the books would recognize it in a moment. There's no shame in borrowing plots, characters, or settings and adapting them to your campaign's needs. It's a time-tested technique that can save you countless hours of brainstorming and if you’re not profiting off of it then no harm, no foul. Only problem you may run into is players recognizing the original material and getting ahead of you, but, if they’re not metagaming that should be no problem at all.

7. Don’t know everything:

By the gods is this a difficult habit to break. As a DM it is easy to feel that you have to know the answer to anything and everything your players may ask or do. I know I run into that feeling every time I am prepping a session. I’m creating an encounter or a social interaction and I try to think of all of the ways that they can solve the problem, that way if they have trouble or slip up I can gently nudge them. 

I’ve quickly found that that is a waste of my time. I’m one person with one brain, they are four people with four brains, they will figure it out and likely in a way I – all alone, two glasses of wine deep on my couch – won’t. I just need to come up with a problem for them to solve, know that it is solvable, and let them do the rest. You should do that too, truly, letting go is hard but feels so much better once you’re at the table listening to the players come up with an answer.


And there you have it, dear readers, seven effective tips to becoming a more efficient (and less stressed) Dungeon Master. Remember, D&D is a game and your main goal is to keep things fun, relaxed, and collaborative.

So, embrace your inner Eldath, allow yourself to recycle those encounters, improvise on the fly, and remember to always prioritize the joy of collaborative storytelling over rulebook perfection.

Your job just got so much simpler.

Everything You Need (and don't need) to Start Playing D&D

Embarking on the journey into the captivating realm of Dungeons & Dragons and the world of tabletop role-playing games is akin to opening a magical door to endless adventures.

If you're new to this captivating universe, you're likely diving into the corners of Instagram, TikTok, Twitter, or whatever social the kids are on nowadays. Everywhere you look, a plethora of accounts showcase intricately designed gaming setups that could easily belong in the pages of a fantasy novel. Picture-perfect wooden tables nestled within castle-like rooms, meticulously painted miniatures that breathe life into every character, exquisite dice sets that seem to have been forged by dwarven blacksmiths, and intricately detailed maps reminiscent of those found within the epic volumes of The Lord of the Rings.

In your quest to immerse yourself in this hobby, it's almost inevitable to succumb to a twinge of FOMO as you witness these awe-inspiring creations. It's tempting to believe that running a truly immersive D&D campaign requires amassing all these fripperies and fineries, fearing that your players might scoff if your setup falls short. It would be easy to go out and spend hundreds to thousands of dollars just starting off on this journey. But dear New DMs, let me be the first to reassure you: most of us don't wield such opulent arsenals, and you absolutely don't need to either (and likely never will).

So, gather around as I share a curated list of absolute necessities for running a remarkable 5e campaign. And, subsequently, a compendium of non-essentials that can undoubtedly elevate your game's excitement, though they remain entirely optional.



Up first, the essentials:

However, that comes with a quick caveat, you only need the books if you’re running a full-scale campaign. If you’re just interested in testing the waters, well, then all you need is the free PDF of the basic rules. If you want to go even more in-depth, Wizards of the Coast also has their SRD, System References Document for free. Combining the Basic Rules and SRD will get you pretty far for free. And while it’s nice that the SRD is available through Wizards, I think this site makes it all a bit more digestible. 

  • Character Sheets: Along with the Rulebooks (or BR and SRD), you’ll also need Character Sheets. Each player will need a character sheet to track their attributes, abilities, and progression. And as a DM, you’ll want some for your main NPCs. Good news, those can also be found for free from Wizards too. Just print it out, or, if you don’t have a printer because it’s 2023. Head over to DNDBeyond.com sign up for a free account and literally all of this is there for you, a free subscription even gives you the Lost Mine of Phandelver adventure to run for your group. 

  • Adventure Module or Setting: Speaking of an adventure to run, that falls under a gotsta have item. Starting with Lost Mines of Phandelver or a different pre-made adventure module or setting can significantly ease your workload as a New DM. If you’re interested in pre-mades, there are tons of free ones available, I’ve found that the best place to get them is over at the Dungeon Masters Guild, which you should be using as a go-to place for info and more. However, as I’ve said before, I prefer building out your own world, and the good thing about that is you’re only bound by the limits of your own imagination. Make the world you want to play in and put your friends in it.

  • Dice: If you’re going to play digitally, DNDBeyond even has free digital dice for you. If you like rolling real dice, that will cost you, but, fear not, a set of dice can be super cheap. I suggest these $4 sets from Chessex. Or head to your friendly local game store and grab a set of polyhedral dice for less than $10 pretty much anywhere. All you need is a standard set, which is a d4, d6, d8, d10, d12, and d20. 


That is all you absolutely need to run your first Dungeons and Dragons campaign, at least physical essentials. Outside of that, there are a few things that you need, and all of them are free as well. These may seem a bit cheesy in ways, but, in my opinion, all of these are necessities to run a good D&D campaign.

  • Imagination and Creativity: If you’re playing D&D, you likely have these in droves, and they are your true magic items. Your ability to craft engaging stories, embody diverse characters, and adapt to your players' choices is what truly defines the D&D experience.

  • Team Spirit: At its heart, D&D thrives on collaboration and weaving shared narratives. That said, a cooperative and enthusiastic group of players is essential. As the Dungeon Master, it's your role to forge a partnership with the players, constructing a world and a story where everyone's having a blast. The shared commitment to the tale, the game, and the camaraderie – that's the foundation of a legendary campaign.

  • A Willingness to Learn: Dungeons & Dragons is a dynamic game with intricate rules. Being open to learning, adapting, and occasionally making rulings on the fly is part of the joy of being a DM. Plus, the time you invest upfront to learning and retaining the core rules, the spells, the magic items, the monsters, pays off handsomely as you journey deeper into the game, enriching the experience for all. 


That is truly all you need to play Dungeons and Dragons. Anything more than that is just fluff. And the truth is, yes, the fluff can be fun and can add to the game, but it is far from necessary. Still, the realm of D&D is vast and filled with delightful enhancements that can elevate your experience. And so, I’ll add in here the little treasures waiting to be uncovered along your journey that will add to your game over time.


The things you don’t need, but may want eventually: 

  • Perfect Knowledge of the Rules: This one you want to work on having more quickly than anything else here, but don’t let your lack of expertise with the rules stop you from beginning your campaign. D&D can flow smoothly with basic understanding, and you can always check the rulebooks as you go along. Plus, the more you play, the better your understanding and memory of the rules will get. The important thing is to play and to have fun, don’t let rules get in the way of that, it is just a game after all. 

  • Accents and Acting Skills: If you read my post with DM tips, and the subsequent one with actual play podcast recs, you may have started off on your journey by listening to some of the best actual play podcasts out there. And, I stand by my belief that it is a good place to start and a good resource for any DM. However, remember that most of those shows star either actors, improv folks, or people who have been playing this game for decades. And, they are literally making a show that is meant to be heard by thousands of people. You aren’t doing that, and you and no one at your table has to try and do that. Now, playing in character voices and using accents can be entertaining, and useful as a DM to help players realize which NPC they are speaking with, but it's not crucial. As long as you're engaged and having fun, your natural voice works just fine.

  • Limitless Artistic Talent: In the TTRPG spaces on social media, especially Instagram, you will find endless artists sharing their beautifully painted characters, intricate maps, unique magic items, terror-inducing monsters, and more. And those are some of the best accounts to follow to get ideas for all of those things and to praise those people for their talents. But, while it's great to have artistic players who can draw maps and characters, it's not a requirement. Simple sketches, or, if you’re like me, stick figures, with abstract descriptions can do the trick. If you’re interested in upping your art game in order to share visuals with your players, that’s awesome, you do you, but there is already so much on your plate as a DM, and adding a new skill may not be the best way to spend your time.

  • Elaborate Miniatures: While miniatures can enhance the visual aspect of combat, they're not essential. Theater of the mind style play can be just as immersive, allowing everyone to focus on the narrative without worrying about precise positioning. Another layer of this is to remember that while many people spend hours honing their miniature painting skills and bringing them to life, that’s not necessary. Using gray little plastic monsters works just as well (that’s what I do because I suck at painting, plus, I’m a busy bee) at showing where characters and monsters are on a battle map. 

  • Intricate Maps: Although maps can be handy for tracking movement, they're not obligatory. Once again, theater of the mind is always an option. Descriptive storytelling can create vivid mental images, keeping the adventure flowing smoothly without the need for physical maps. But, if you’re wanting maps, it can be simple. You don’t need to be Mike Schley. There are countless map maker sites available. Donjon is a great free option, paired with Medieval Fantasy City Generator, it is a perfect way to build battle maps and cities simply and cheaply. I personally use Inkarnate for city, continent, and world maps and Dungeondraft for battle maps, but those both come with a bit of a cost. When I began though, I did the easiest way possible and simply used dry-erase markers to draw basic maps (and I’m terrible at all forms of art/drawing) on clear plexiglass sheets over a grid board

  • Fancy Dice Sets: Maybe you’re all set to become a Dice Goblin. They seem to be the most common mythical creature in all of D&D. And, I get it, special dice are cool. I personally get a specific set for each character I play when I’m not DMing. But as I said above, a basic set with the standard 7-dice types works perfectly. You don't need to shell out $60+ on glittering or custom-made dice to roll for your character's fate, but eventually, you most likely will.

  • Thematic Background Music: While it can set the mood, playing without background music won't ruin the experience. The heart of D&D lies in your imagination, not the playlist. But, if you are looking to up your game’s soundscape, this is one that can be really, really cheap and honestly change the feeling of your games up a lot. My personal suggestion is to use all of this awesome, free music from Michael Ghelfi to add to your sessions’ ambiance. 

  • Official Rulebooks for Everyone: Having just one set of rulebooks for the group is enough. You don't need a rulebook for each player. Sharing can encourage collaboration and discussion. However, as you get further into the game you’ll likely branch out from the official books to other indie publishers and have a whole library of books and PDFs full of monsters, encounters, NPCs, adventures, and more. And, as nice as physical rulebooks are, I find that being able to use a search function in PDFs and online sources to actually be much easier and more productive. But, who am I to say anything, I still always have the physical copies on hand. Some people are Dice Goblins, I’m a Book Gremlin? Lore Horder? Tome Troll? 

  • Expensive Accessories: From ornate dragon figurines to magical-looking spell cards, these extras can be fun but aren't mandatory. D&D is about creativity, not how much you spend on props. However, there are few better feelings than pulling out that massive Kraken mini (is that an oxymoron?) and setting it next to your PCs on their ship sailing across The Trackless Sea. Or, your Wizard PC actually remembering all of their spells because they have handy dandy spell cards. 


Remember, Dungeons & Dragons is about collaborative storytelling and having a great time with friends. Embrace what brings joy to your table and let go of any unnecessary pressures to conform to certain expectations. Now get out there and begin your adventure!

Creating Unforgettable D&D Encounters: 9 Critical Tips

Today, it’s time to roll for initiative. Crafting challenging and engaging D&D encounters is not as simple as it may seem. As a New DM it is easy to fall into the pit trap of making your first few encounters fall flat because you simply find a monster you’re stoked to unleash upon your PCs and that is as far in the planning as you get. While it will still be fun, I’ll tell you, from personal experience (whoops) that no matter how badass your monster might be, it takes much more thought and prep to craft a solid encounter that your players will remember, and if you do it right that battle against a dozen gnomes can be more fun, and dynamic than going toe to toe with a Tarrasque. So, here’s nine ways to transform your encounters from bad to rad!

Strike a Balance: Like a skilled bard crafting the perfect melody, finding the right balance in your encounters is crucial. In order to do this, you must first have a solid knowledge of your players’ abilities. By knowing what each Player Character (PC) can do, you can tailor the challenges to, well, challenge them. You want to be able to keep them on their toes with foes that exploit their weaknesses while allowing them to also utilize their strengths.

This means, if you have a villain who is attempting to escape, you make sure you pick something with high wisdom so your sorcerer’s Hold Person spell doesn’t immediately end the chase while making sure it has a lower intelligence so her Tasha’s Mind Whip can lash out 90 feet and deal some serious damage.

By balancing in this way, you will keep them fully engaged and feel rewarded when they eventually leave initiative. Remember, a well-balanced encounter is the foundation of an epic tale, and that’s what we’re all trying to craft as DMs.

Craft Dynamic Battles: There are few things more boring than a battle encounter that is purely hack-and-slash until all the baddies are dead. When crafting a fight, it is important to make sure that there is more for your players to do than just fight, another goal, or obstacle.

Maybe one of your PCs’ friends or family members is being held captive and they have to focus on saving them while also dealing with attackers, and, if they don’t save them in a particular amount of time things get more dire. Or they’ve been tasked with recovering an object, but if they kill the big bad of the week before they recover it it is lost forever.

Having secondary goals will make the battles dynamic and will avoid that terrible feeling when your players pull out their phones until it’s their turn to swing a sword or cast a spell. 

Build Purposeful Encounters: This ties directly to dynamic encounters; your encounters should not be mere obstacles to overcome. Infuse them with purpose and meaning, they should always be driving the story forward or dropping a little bit of world-building knowledge that the players can extract later.

Each battle should leave a mark on your players' journey, propelling them forward or revealing hidden truths that shape their destiny. That secret wooden shrine to a group of druids where they battled a group of dryads and blights, well, that wood is a unique wood that they find they need two sessions later, and those druids, if they find them, hold the cure to an illness that is ravaging the countryside 10 sessions from now.

Use your encounters to expand your world, add hints to future missions, and tie in your PCs’ backstories to keep them invested and intrigued. 

Mix It Up: Variety is the spice of … adventure! Your encounters should be as diverse as the landscapes they unfold in and the characters that take part in them. Not every encounter needs to be a fight, sure, D&D mechanics lean a little battle-heavy, but there is so much more that you can do in this game.

Thrilling combat is a good mainstay, but alternate in some other options that fit you and your players. Build in some mind-bending puzzles, put those high Charisma PCs in the driver’s seat with diplomatic negotiations, and test those other epic skills with unique, skill-based challenges. Give your players a taste of different flavors, leaving them hungry for more.

Give Your Enemies Personalities: No more one-dimensional foes! Can it be fun to go through and lay waste to a horde of nameless goblins, sure. And that will never stop being fun. But, there needs to be at least one goblin, or their bugbear leader, that your players can interact with. It will seriously up your encounter if you make your baddies as dynamic and interesting as your player characters.

Think about their backgrounds, what drives them, and what makes them tick. Infuse them with real motivations that go beyond just being obstacles to overcome. How about adding some twists during the battle? Maybe they reveal some hidden secrets that surprise your players? Maybe they aren’t that loyal to their cause and they will aid your players if they let them live?

Let your enemies be more than just cannon fodder – make them memorable, and your players will remember the epic clashes for sessions to come.

*A treasure trove of info on this topic can be found over at the wonderful blog by Keith Amman, The Monsters Know What They’re Doing. I highly suggest keeping it in your bookmarks as a regular DM tool.

Be Descriptive: As a Dungeon Master, you are partially a storyteller. A surefire way to have dull encounters is: “Does an 18 hit? It does. Nice. You take 7 piercing damage. Next in initiative is …” It’s easy to be this DM and I’ll admit I have fallen to it myself, especially in battles with tons going on.

Don’t make that mistake. While it may not come naturally to you, a skill you can hone to bring the battlefield to life and watch as your players become fully engrossed in the world you've created is being descriptive. Enhance your encounters with vivid descriptions, immersive details, and atmospheric cues. “That’s an 18 to hit. Fwip! Fwip! Two crossbow bolts soar through the air, and wham! pierce your armor, sending searing pain through your right arm. You take 7 points of piercing damage and look into the tree above to see a shadowy figure reloading. Next up is…”

So much better. And it paints a picture for your players, pulling them, and yourself, deeper into the encounter. I know it’s easier said than done, but with enough experience, your storytelling modifier will increase sooner than you think.

Embrace the Unexpected: Never forget that mischievous third party that accompanies most every TTRPG campaign, the dice. All the planning in the world can’t take into account how those little devils will be rolling on any given day and so when they throw a wrench in your works be ready to capitalize on that unforeseen event.

Your players will demolish your session’s main villain before they get to do anything cool, a nat 20 investigation roll or insight check will let them figure out your big mystery, they’ll walk right past that big encounter you spent hours planning, it’s going to happen. So, be prepared to adapt and improvise as the dice roll, for the most memorable encounters often arise from the unlikeliest of situations.

Build the Stakes: The DMG and Monster Manual have encounter ratings and monster ratings, and when I started out I followed them. I threw some easy and medium-difficulty encounters their way and that was nearly a waste, I did zero damage to anyone in our first encounter and barely any more in our next few.

My suggestion, even if it sounds a bit scary for those of us who don’t want Total Party Kills, is always, always go Deadly. Unless your party is rolling atrociously and/or playing stupidly, they will make it through, and yet, maybe one, maybe two go down and have to be healed during the battle.

And those death saving throws, those, in the end, are what we want. Aren’t they? We want this game to be exhilarating, to give us an adventure that we can’t have in real life, to make us feel alive in a way that life somehow can’t (and if life does get to feeling that way, well, that’s all too terrifying in itself). We want stakes, and nowhere else in this game is it easier, or more fun as a DM to give your players stakes and let them feel the glory of victory once they beat them. 

Seize the Drama: On a similar note to raising the stakes, this is what D&D is all about, making moments to remember. Every campaign has its defining moments, those heart-pounding, hair-raising instances that resonate with players long after the session ends. Craft your encounters in ways to make it possible for your characters to seek out and capitalize on these moments. Epic showdowns, character-defining choices, and unexpected alliances can create cinematic scenes that your players will cherish for years to come.

There you have it, New DMs! With these nine guiding principles, you are now armed with the knowledge to craft encounters that will leave your players awestruck and thirsting for more. May your campaigns be legendary and your encounters truly unforgettable! If you have any suggestions on ways to up your encounters or just want to share some of your most epic encounters, drop a line in the comments or email me directly at cmthenewdm@gmail.com.