Most Dungeon Masters are "self-taught" (that is, they are themselves solely responsible for their own training), for the simple reason that there isn't all that many (any?) teachers taking on students for this particular curriculum.
[and, yes, I am excluding Alexis, whose on-line classes are aimed at individuals who are already "DMs;" he is, in effect, providing a higher level of training to individuals already possessing a degree of knowledge and ability in the art of Dungeon Mastering]
And yet, in the great scheme of things that can be taught, learning to DM isn't one of those things that fall in the "easy" or "straightforward" category. My eight year old is currently learning how to write in cursive...a simple enough task for someone who already has a grasp of the alphabet, consisting mostly of memorization and practicing the proper hand motions. My five year old is in the process of learning to read: much more complex (despite having a working knowledge of the 26 alphabet characters) because of the various rules and exceptions found in the English language.
Personally I have a bit of a phobia (well, more like trepidation) when it comes to working technology, yet even I can learn to configure a printer (or to change its toner cartridge) by following a simple instruction sheet...and rather quickly. Cooking simple dishes for my family (frying eggs and bacon for my children's breakfast, as I did this morning), took very little time to master...though it's a bit trickier than pouring cereal in a bowl and adding milk. And as far as learning new games (of the board and card variety)...well, it really doesn't take me long to digest the small pamphlets of instructions that come in the box, whether you're talking Happy Salmon or Axis & Allies (both games I've learned in the last couple years).
But learning to DM? No, that's a whole different level of learning.
Still, I have learned how to DM...as have ALL the DMs and GMs I've ever sat with at table (as a player). And regardless of their particular level of competence, or base adequacy (proficiency, of course, varies between individuals) we've all shared the common thread of having been forced to learn for ourselves how to do this thing that we're doing. I've yet to meet a single person who was trained in the art of running and refereeing an RPG.
Now, for the rest of this post, I'll only be discussing Dungeons & Dragons specifically.
So, how does one learn to be a DM? For myself, I've run (as a DM) at least five different versions of D&D, not counting "half" editions (3.5, etc.). My longest and most memorable campaigns were run using the 1st edition AD&D rules...but I didn't learn how to DM from those books. I learned from Tom Moldvay's Basic set (the "B" in B/X). And I think, if you polled most DMs running pre-WotC versions of Dungeons & Dragons, you'd find MOST of them got their initial "chops" from some form of Basic D&D: either Holmes or B/X or Frank Mentzer's rewrite of Basic (the one with Bargle and Aleena). Prior to 1977 (Holmes) the haphazardness of dis-integrated rules that made up "D&D" was such that unless you were one of the primogenitors of the game (Gygax and Lake Geneva folks) your D&D quite possibly looked wildly different from what would eventually become mainstream Dungeons & Dragons.
[see Arneson's First Fantasy Campaign notes, Hargrave's Arduin, St. Andre's Tunnels & Trolls origin story, Barker's Tekumel, etc. The operable phrase here is "wildly different;" certainly most (if not all) campaigns, mainstream or not, exhibit differences in table/house rules]
But I believe that it is only with the advent of "basic" that D&D has any chance of proliferating at all. DMing is just too complex a task without an entry level set of instructions.
Looking at the cover of my Jeff Easley-illustrated AD&D books, the game is explicitly written for players "ages 10 and up," an age range exactly duplicated on the covers of the later 2nd edition books. But while I don't deny (or doubt) that there are some brilliant 10 year olds abounding in the world, I find it difficult to believe that there are all that many who could pick up the AD&D books alone and start running a campaign. Can a 10 year old play AD&D? Yes, of course...my younger brother was probably 9 years old when the campaign of our youth went "full Advanced." But learn to run a game? Mmm...it's hard to believe. I could...but only because I had a basic set as an entry point.
Self-teaching...the only route open to most (if not all) would-be DMs...involves learning the rules (i.e. reading the instruction manual), integrating them, and then practicing them. Competency and skill are acquired from the practice of being a DM: designing/prepping adventures and running the game for live players. But you cannot design, prep, or run if you cannot first learn the rules...and for most individuals that means putting them in an accessible, readily digestible format. 600 pages of instructions (the combined count for the 5E PHB and DMG) isn't what I call "readily digestible." But then neither is first edition's 300+ pages. Is it any wonder that we see so many folks running games of Basic or Basic retro-clones or cutdown "semi-clones" (like Microlite20 and Black Hack)?
Dungeons & Dragons is still a game that people want to play, but play requires someone to run the game as a DM. Running a game of D&D isn't rocket science, but it is complex, requiring the internalization of a number of different systems and mechanics as well as an ability to manage a number of unique personalities (i.e. the players) while providing engaging situations/scenarios through a combination of pacing and tension based (mostly) in narration. That's a lot to juggle. And while many players have come to the game through a form of "mentorship" (being shown the ropes by more experienced players), there ain't a whole lot of mentoring available for those willing to pick up the mantle of "Dungeon Master." Videos showing actual play or providing advice on how to create a campaign are just another tool for a person engaged in "self teaching," but it's not the same thing as being addressed and coached by an actual teacher. And hell, a lot of these videos have information that is bad or downright incorrect.
Forget certification...can we get some sort of apprenticeship program for prospective DMs?
Learning to play D&D is simple. Learning to run D&D isn't. And learning to run D&D well? That's a whole 'nother level.
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| I suppose this might work in lieu of a Basic rulebook. Is it 64 pages? |






