5 Game Master lessons I wish I’d learned earlier

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Published 2022-04-06
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▼ INDEX ▼
0:00 Intro
0:58 Let go of control
2:45 Control is relative
4:26 Sponsored by World Anvil!
6:20 Listen to players
9:25 You're on the same team
11:15 No D&D is better than bad D&D

When I started GMing my first Dungeons & Dragons game in 2019, I had no idea what I was doing. If I could go back in time and teach my past self some essential Game Master lessons to make my first D&D game better, here's the advice I'd give her!

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All Comments (21)
  • @Faeree
    Past Ginny using a cell while Present Ginny is using the archaic landline. There's a metaphor here somewhere.
  • @ColostomyMan
    "Guess what their feedback is, assume it's negative, internalize the idea they hate your game and feel trapped by it, and then develop a feeling of deep insecurity around that" is incredible advice. I knew I was on the right path this whole time :)
  • @user-pi8pi3wj7h
    The "no d&d is better than bad d&d" part really hits home. Just had to leave a game that I just couldn't be a part of anymore. It's hard but it's worth it! Especially to prevent myself from falling out of love with the hobby
  • @davidwatches
    "Real events sometimes make for shitty stories," reminds me of Christopher Walken's line in the movie "Man of the Year": "The difference between reality and fiction is that fiction has to be credible."
  • @Splinton
    "But what if they don't give me feedback?" "Assume it's negative, internalise the idea that they hate your game and feel trapped by it, and then develop a feeling of deep insecurity around that." I felt this in my soul.
  • @OptimusOmega6
    "You're 30 and food hurts you." I don't think I've ever felt more called out.
  • @JavaApp
    OK, I have been doing this (GMing) for over 40 years, and this is some of the best beginner advice I have ever seen. Especially the part about letting go, which, trust me, you should also do in your real life. I would add only a single piece of advice: you don't have to make tough decisions for your NPCs, or the world, or supernatural events. Instead, if you don't know for sure what is the 'correct' decision for an external force that the players are dealing with, just figure out what the options are, and then roll the dice to find out which action gets taken. It takes tons of stress off your shoulders and gets you back into that impartial referee zone that one needs to be in for deciding these sorts of things. Excellent work, Ms. Di. I hope your players, friends, and family are proud of you. They should be.
  • @jetef
    "Start learning Latin" was probably the most creative "future weird advice" of the whole pandemic. Thank you for that line alone. (Also, big thanks for the last tip!)
  • @CrispysTavern
    "No D&D is better than bad D&D is the MOST important thing on here for me. This game is awesome, but sometimes it just doesn't work out. Whether it's just different styles, or problem players, or whatever. If you're not having a good time, there is point where the best solution for everyone at the table is to simply walk away.
  • @GameLover-gh5bd
    Absolutely love how this video is formatted so it’s not just giving tips to a camera! Another video out of the park Ginny!
  • @kalcheus
    Oh thank the forge you're back! My doctor was about to diagnosis me with a Vitamin Di Deficiency
  • My rule of thumb as aDM: I control the plot, my players control the story. Learning the difference between the two is the secret to being a good DM, and you absolutely nailed this with your first two points.
  • @EmilyRitcheson
    Ginny, I just want to let you know I'm REALLY enjoying the presentation and production level of your recent videos. The new background and transitions all work great, the scripts are tight, the delivery is charming as always, you're quick to jump in and quick to send viewers to something specifically relevant rather than just saying "hey, here's what I did last time." It's all working really well. ❤
  • @datastorm75
    "Your players are on your side." Some day, I hope to DM for a group that is like this. For me it has always been, "Your players get joy from ruining any plans you may have and frustrating your efforts."
  • @Ishanaroya
    A one-person comedy crew! Love this so much, Ginny!
  • @jcsturgeon
    I really like the implication that 2019 Ginny apparently put 2022 Ginny in her phone as "Future Ginny" and then was surprised that they called?
  • I refuse to believe anything other than that Ginny actually had recorded the “past” footage back in 2019 and had the script for “future/2022” Ginny written in response to said footage.
  • My, these videos are so amusing. They almost always put a smile on my face! (and not in a creepy Joker kind of way) Also, the metaphor I usually use for amount of DM control is; a hiking trail through a wooded park. You don't want to put the players on railroad tracks, and you don't want to dump them in a thick woods in the middle of nowhere either. With the hiking path they can choose to; follow the path (easiest travel & no chance of getting lost), plunge into the trees to explore (harder travel & risk of getting lost), or travel among the trees - but keep the path in sight. (harder travel, but no risk of getting lost) They get to choose what KIND of "hike" they want to go on & will be most enjoyable for them.
  • @Paxladar
    It took my players and I about 4-6 sessions to really work out what kind of game that "we" wanted. Now we play a heavy combat Witcher syle RPG game and now the game is always an exciting highlight reel for the discord conversations later.