I’ve been a Dungeon Master since the early 1980s. Back then, I didn’t have an experienced DM who could be my mentor, and there certainly weren’t YouTube videos to watch or blog articles to read for advice.

Today, learning how to become a DM, or how to become a better, more confident dungeon master, is a lot easier, at least in terms of the availability of helpful resources.

For this article, I compiled a list of 20 questions asked of me by a group of people online and others I know in person who are either curious about becoming a dungeon master, or who are starting out but need some help to improve their confidence and skill.

  1. What’s the difference between being a player and a Dungeon Master?

There are two key differences. The first is what happens during the game. The Dungeon Master is the referee and handles everything that’s going on. The DM tells the players what they see and experience, the players tell the DM what they do, and the DM then tells them the result.

Outside of the game, the Dungeon Master prepares the adventures and decides what is where, what happens when some action is taken, and so forth.

Players merely show up and play the game but when the session is over, they have nothing else to do.

  1. Is being a Dungeon Master hard?

It’s not hard so much as busy. You juggle rules, story, pacing, and personalities. The biggest challenge is managing everything at once, not mastering obscure rules.

Being a DM typically requires a lot more time commitment, management, and flexibility. During the game session itself, the DM must keep track of all that’s going on across the entire group of players plus whatever the monsters and NPCs are doing. They also must track where the action is taking place and what’s nearby.

The preparation side is a different kind of difficulty, especially in terms of how much time is required. The amount of time a DM chooses to spend preparing sessions, adventures, or even entire campaigns and the worlds they take place within is up to them, but in my experience it can be anywhere from 1 to 10 hours of prep for every hour of game time. However, some DMs prep for as little as 15 minutes immediately prior to a game session beginning, and make up most of it as they go along.

  1. What’s required to be a DM in terms of stuff?

Technically, just dice, paper, and a rulebook. That’s it. Minis, maps, and fancy screens are nice but optional. A willingness to learn and guide the game matters far more than props. Dungeon Master Guides are nice but even those aren’t a hard requirement. A Players Handbook and the Monster Manual are typically used a lot more often than a DMG.

  1. How much time does it take to prepare an adventure?

It depends on style. Some DMs love prepping maps, lore, and stat blocks for hours. Others can jot down a few bullet points and improvise the rest. On average, expect 1–2 hours of prep per 3–4 hours of play, but it varies wildly. I’ve spent 10+ hours of preparation for every 1 hour of game time, but I was doing that for the love of creation, not because the game itself needed it.

  1. Can you be a DM if you don’t have a lot of free time?

Yes, but this depends a lot on how much prep you do. You can use published modules, steal ideas from other media, and keep your prep light. Many great campaigns run almost entirely on improvisation and quick notes, but that tends to be best tackled by DMs who’ve had a bit of experience under their Belt of Hill Giant Strength.

  1. I can’t do voices. Can I still be a good DM?

Yes. Voices are flavor, not the meal. Distinct personalities can be conveyed through body language, word choice, or even quirks. If you want to practice voices, go for it, but you don’t need them to run a great game. I would guess that most DMs attempt voices at one point or another, but few are truly good at it. Don’t be discouraged by watching many of the more famous DMs (and players) on YouTube, as many of them are professional voice actors.

  1. Can you be a Dungeon Master and be a player, too?

Many DMs like to be players, too, it just wouldn’t be in the same campaign, as they’d likely have insider information. It’s common for someone who’s a Dungeon Master of one group be a player in another. I’ve also been in a group where me and another individual traded places as DM every two or three months, mostly to give each other a break from DM duties.

  1. Why are DMs in such short supply?

DMing asks for a fair bit of time, energy, and responsibility. It’s rewarding, but it’s also work. Many players are nervous to step behind the screen, so those who do often end up in high demand.

  1. What is a ‘forever DM’?

A ‘forever DM’ is someone who always runs the game and rarely gets to play as a character themselves. It’s both a badge of honor and a little bit of a burden if they want to swap roles.

  1. I want to be a DM but don’t know any players. How do I form a group?

Start with friends who might be curious. If none bite, look at game stores, online platforms like Roll20 or Discord, or local meetups. I’ve posted printed flyers at local grocery stores, coffee shops, and my local library. “I’m a new DM running beginner-friendly sessions” is a golden invitation that should generate lots of interest.

  1. I’m a player now and our Dungeon Master quit. Should I take over?

If you’re even considering it, try it. You don’t have to be perfect, just willing. Your group will be grateful you stepped up.

  1. I’m a new DM and I’m afraid of not being adequately prepared. How do I know if I’ve prepped enough?

If you can answer:

Where does the session start?
Who’s there (NPCs/monsters)?
What’s the tension or conflict?

Then you’re ready. Everything else can be improvised.

The more experience you get as a DM, the less prep you need.

  1. Improvisation scares me. Can I still be a good DM if I’m not very good at improv?

Yes. Structure is your ally. Use pre-written adventures, random tables, and simple prep notes. Over time, your improv skills will grow naturally because players always surprise you. Although some people are naturally good at improvisation, it is a skill that can be learned and honed. Improv is also just one part — and optional part, at that — of being a Dungeon Master.

  1. What is ‘railroading’? Why is it bad, and how do I avoid it?

Railroading is when the DM forces players down one path regardless of their choices. It’s bad because it kills the illusion of agency. To avoid it, prep situations instead of scripts. Let players solve problems however they like.

  1. What is a sandbox campaign, and how do I prepare for one?

A sandbox is an open world where players decide what to pursue. Prep factions, locations, and hooks, but don’t dictate the order of events. Think of it as setting up a toy box and letting the players choose which toys to play with.

  1. Where do DMs get their ideas?

We buy them at Walmart.

Seriously, though, most DMs get their ideas either through following the structured ideas outlined in most Dungeon Master Guides, or they get inspiration from what’s around them, either in fantasy literature or from real-life events. It’s easier to edit than to create, so start with something that exists, then modify it to suit your creative needs. Ideas can come from anyplace. Books, movies, history, memes, overheard conversations. Inspiration sticks better if you twist it. I’ve got several videos on YouTube and articles on this blog that talk about how DMs can find their muse.

  1. How much prep is too much prep?

When it stresses you out or locks you into rigid plans that are a drag, that’s too much prep. If you find yourself upset that players skipped your 20-page lore dump, that’s too much prep. It’s not a number, it’s a feeling, and when it feels like a drag, you’re over-prepping.

  1. What goes on behind a DM’s screen?

This is where the DM keeps materials and actions that the players aren’t supposed to see. They will keep notes, monster stats, random tables, dice rolls, etc.

  1. Should I fudge dice rolls?

This is a hotly debated yet subjective topic, without a hard and definitive answer. I used to fudge dice rolls back in the day but don’t anymore. I roll out in the open where the players can see it, exept for special circumstances such as rogue stealth rolls and such.

  1. How do you plan a balanced encounter?

In 5e, use CR and encounter guidelines as a rough map, but adjust for your players’ creativity and resources. In old-school games, balance comes from player choice—if the monster looks terrifying, the “balance” is whether they decide to fight it or run.

As a DM, there are ways you can dynamically bring an encounter back into a state of balance if things go in the wrong direction. If the party is being so effective at killing monsters that they’re getting bored with it, present them with tougher or more monsters. But only do that if they’re bored. Sometimes the dice and their choices just go their way, so let them have that ‘win’. If, despite their best efforts, things are just going south, you can artificially reduce the hit points monsters have so they die a bit easier, or give them a plausible reason to leave the encounter.