Wednesday, December 17, 2025

Learning To DM

Sometimes I forget...or (perhaps more truthfully) fail to even consider...that I've been doing this DMing thing for a long time. A long, long ass time.

Some people say I'm a "good" DM. I am decidedly uncomfortable with this praise. But I AM competent. I can run a solid game of AD&D with very few "flubs" or mistakes. Certainly nothing that can't be easily and quickly corrected in play...which makes for a fairly smooth game. Which allows players to be fully engaged in play. 

Usually. Generally. I don't always poll my players or ask for feedback...maybe they just keep their complaints to themselves; after all, there are worse DMs than me out there.

And maybe that's it. I'm fine being "adequate." Being adequate is hard enough. I don't need to be anything more than that. 

And all my "holding forth" and advice giving I do on this blog and elsewhere? All of that is just me trying to instill adequacy in others. I don't want people to be "good DMs." I just don't want them to be "bad DMs." I want them to be competent

Competence can take a long time to achieve.

I talk a lot about how I was not mentored or taught D&D...I learned it from a book. And when it came to learning how to run AD&D I likewise learned it from the (AD&D) books, not from an adult, older sibling, teacher, cousin or anything like that. I read the books. I found where AD&D differed from B/X (the system I initially learned on), and then I discarded and/or replaced the old B/X systems with the AD&D mechanics. I was 11 at the time and in the 5th grade. Mrs. Martinson's class, St. Luke elementary.

But by age 11, when I (and thus "we," my circle of friends who were my first group of players) decided to go "full Advanced," I was already a Dungeon Master. Had been a Dungeon Master for at least a couple years.

Doesn't mean I was a "good" one...nor even "adequate."

It wasn't enough to just read the books and make characters and run fights and hand out treasure and draw labyrinthine maps. It wasn't enough, even, to practice managing complex group social dynamics with my peers, developing patterns and strategies for organizing a table and keeping people focused. I certainly wasn't thinking in those terms back in those years. Heck, I couldn't even arrange my own outings and "play dates" (my friends and I all lived too far from each other for just bicycling to each others' houses). When we did manage to get together to play, I had to be ON IT...because you never knew when would be the next time we could all get together again.

But learning to be "on it?" That took a while. A good long while. I got my B/X boxes sometime around the age of 8 or 9. I was not even able to run a B/X game with anything approaching competence (or confidence, for that matter) until age 10...certainly over a year. 

That's right: it took me well over a year just to learn to run B/X. Even with modules like The Keep on the Borderlands and Isle of Dread providing additional information.

I often write as if learning to run D&D is as simple as "just read the book, stupid." That's not really the case, especially if you have NO reference point. Granted...I was a wee young lad at the time, and I'd imagine an adult with enough education could probably learn how to run the game from the B/X books alone. But AD&D? That's not as easy. Certainly not as easy as "just read the PHB and DMG."

Again, I was BLESSED by having already mastered the B/X books by the time I started AD&D. After that, it was a matter of filling in the differences. Okay, combat is more complex with these extra considerations. Okay, spells are more complex with their material components and casting times. Okay, monsters have a couple more bells and whistles, alignment comes in additional flavors, we have this whole new system of PSIONICS to learn. Okay. Okay. Okay.

It took TIME to integrate all these rules into our game. Because, in our youth, we were interested in getting the game RIGHT. My friends and I had been raised to play by the rules when you played a game. No one had ever told us, "just make shit up." And we approached AD&D the same way: we didn't just cut stuff or edit what we didn’t like...instead we studied it, corrected our mistakes, and worked hard to play the game better

Fortunately, AD&D is not rocket science, and even 12 year olds can figure it out.

But it took us time. It took us EFFORT. It did not happen over night or after one read through of the books. If the stuff I've written implied that it was just a 'walk in the park' to roll out an AD&D campaign, I apologize. Mea culpa

NOW...now, forty years later, I can run AD&D with very little effort. I have my house rules that I use, but I don't have to. I could make clerics memorize their spells at the beginning of the day. I could make everyone choose an alignment. I've run the game strictly By The Book in the past, and it's no problem falling back into that. In point of fact, it's pretty darn easy. Hell, I could easily incorporate all the stupidness found in the Unearthed Arcana (we used that from 1985-1990) with Drow cavaliers and Upper Lower Class barbarians and comeliness and hierophants, etc. Not A Problem.

Heck, if I dredged my memory a bit, I might even be able to remember how to use the non-weapon proficiencies found in the Dungeoneer's Survival Guide. Man...what a waste THAT book was!

But the LEARNING to use and run the game with all that stuff came with time. These days, I’m more mature and sophisticated and (Lord knows!) patient as a DM, but for the most part I run the game exactly the same as I did when I was 15. I would say I was definitely “adequate” by 15…but that means it took (roughly) THREE to FOUR years to achieve competency in AD&D. And even then there was a LOT that I didn’t understand…things I really didn’t start comprehending till the last ten years or so.

I just knew how to run the game. Worrying about nuance and “game theory” is the purview of old geezers.

SO...about five years of training to become an AD&D Dungeon Master. Which, actually, is the typical length of time for most tradesmen to go from "apprentice" to "journeyman." Three to five years. That sounds about right. Probably not 8,000 hours...maybe 2,000 hours? Hours spent reading, writing, studying, and running games (the actual running being the smallest portion compared to the preparation). Hard to come to an exact figure...I never really kept track of all the hours I spent on D&D over the years.

Regardless...it's a long ass time.

For the most part, you can open the box of your average board game and figure out how to play it in an afternoon. But Dungeons & Dragons...especially Advanced Dungeons & Dragons...is not your "average board game."

I apologize if I've misled people into thinking otherwise.

13 comments:

  1. I achieved competence using BECMI at 14 after years of playing in and running really bad AD&D games. There were still flaws, and I didn't have that mental toolbox of rules insights found in the first years of the OSR. But one day, I sat down, read the book, wrote a bad yet non-linear adventure which really didn't have a dungeon (there was a tower), had my friends make characters and ran it. The competency plus the "I'm not trying to kill your character, but I am not pulling any punches, I will be rolling all dice in the open, and if you die you die" speech, plus the fact they were choosing what to do and playing at the top of their game because they knew I wasn't telling a story or pulling punches led to "that one time with the gargoyle and the tower" that is still legendary.

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    1. And since then, have you continued to play BECMI only? Have you ever attempted AD&D again, using your knowledge of BECMI to aid you in understanding its rules within the standard D&D gameplay?

      And how many years was it before you truly felt competent...or simply adequate...as a Dungeon Master?

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  2. Congratulations, you've measured yourself against the Dreyfus model and found yourself to be "competent," but I'd only rate you at that because I know more about you than is in this blog post.

    https://en.wikipedia.org/wiki/Dreyfus_model_of_skill_acquisition

    By virtue of what you've said here, if this were taken by itself, I could measure you as no more than an "advanced beginner," which is always what you present yourself to be, JB, whenever you feel the need to jump into this "Aw, shucks" persona.

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    1. LOL. Yeah, you got me. But the "aw shucks" persona seems to get more traction with folks that my normal "insufferably arrogant" self.

      This Dreyfus model of skill acquisition isn't something I'd heard of before (or maybe I have, I just don't remember). However, it sent me down a whole rabbit hole of exploring how it might be applied to the "skill" of Dungeon Mastering. ChatGPT is of the opinion that the Dreyfus model applies 'fractally,' not 'globally' due to Dungeon Mastering being a
      "collection of interlocking skills."

      Pretty interesting stuff.

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    2. In late 2024 I wrote 39 posts, essentially an entire book, on the Higher Path outlining the application of Dreyfus for D&D, explaining precisely what each stage of Dreyfus looks like as knowledge the dungeon master possesses. See what you miss when you don't see the good stuff?

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    3. *sigh* Touche.

      I am looking forward to the release of the December issue of The Lantern. That looks like "good stuff" right there!

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    4. You're saying you're going to buy this one? I hope you do... the Odin tale alone will make it worth the cost for you.

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    5. Yes, I'm saying that. And while I love Odin tales, it was really the festive tone of the cover that sold me (not being facetious...for some reason that mace in the snow does seem very "Christmas-y" to me).

      I know...I'm weird.

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    6. Looking at it again, it's probably the tastefully sprinkled holly.
      ; )

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  3. I feel like it took me about 10 to 15 years to achieve competence (assuming I ever did). I started with the Mentzer Basic Set, circa 1988, and was running games immediately. But my friends and I always rotated DMing duties, and we never ran things as any kind of consistent campaign. I think our worlds were set in a sort of generic version of the Forgotten Realms that we'd absorbed through the novels, and we were playing Basic and then 2nd edition. I never got the reps in during those years to develop. Once I was at uni, and running a consistent campaign in a world I created and ran across 2nd and 3rd editions, was when I felt like I'd finally figured it out. Of course, I was running in the accepted style, with a long-running plot arc... and I feel like I got good at that. It's not the style I want to run any more, so I have to relearn some things for my next campaign... it's been over a decade since I've DMed regularly, so I have a whole new way of thinking about the game to put into practice.

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    1. Interesting. But you're talking about re-learning the approach to the game (reformulating a new "philosophy of D&D" it sounds like)...but when you sit down to RUN the game, do you find your approach to play AT THE TABLE is something you need/want to change?

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    2. Yeah, recalibrating from the adventure path style to the Fantasy/Classic Adventure Gaming style is what I'm planning on trying. I'm also thinking of running an open table, inviting a bunch of people I know but have never run for. I know how to run for a very specific group of people, but it's been a long time since I've done it for anyone outside of that group. Will my style work for a wider group? I don't know, but I'm interested in finding out, and doing my best to become the kind of DM who can run for anybody.

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    3. Ah! Now THAT is an interesting question.

      I am fortunate (??!) perhaps that I lost my main gaming group right before high school, and ended up gaming with completely different people. Then in college I (again) ended up meeting and gaming with a whole passel of new folks. BUT...I was not running D&D in those days.

      When I started running D&D again, in a face-to-face group, it was in a bar in 2010 with (mostly) complete strangers. There was some trepidation at first ...but as I settled into it I found it was far less about the players at the table and far less about my approach that determined "how good the game was." Fifteen years later, I run the same game for everyone and anyone without sweat.

      The main bit that helps? Be true to the game FIRST. Game, world (i.e. campaign world), players...in that order of priority. Orient your focus that direction and everything else is cream cheese.

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