Great Players

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Some of the best advice for having a great time is all about the players and not what happens in the game itself.

Players and DMs Want the Same Thing: Cool Characters

Whether you play D&D, Shadowdark, Old-school Essentials, or even Daggerheart — any of them — it doesn’t matter if you’re a player or a DM, what do you have in common? Everybody wants cool characters. Players want to run characters that are not just fun to play, but have a high chance of not just surviving the campaign, but to do it in an epic way. DMs actually want that, too. But the commonality goes beyond that.

It all starts at the Session 0, when the character is created. I’m not going to talk about the mechanics of how to create your characters; the rulebooks already cover that. I’m going to talk about something bigger than that: the what and the why of player character creation and how focusing a bit more on that phase of the game can make it way more fun for everyone, players and DMs alike.

Bad-Assery

I’m going to start with two questions. Why do both players and DMs want the game to have cool characters? And what actually makes a character cool in the first place?

Let’s dispel a myth right off the bat, something nearly every player intuitively thinks their character needs in order to be great: bad-assery. This implies they need to be highly effective at what they do. If they’re a melee class, they need to deal maximum damage while taking as little as possible in return. If they’re a caster, they need the most powerful spells and the biggest buffs for the party. If they’re a healer, well, you get the idea.

But is this focus on max max max everything max what makes a character cool? It can, but not always. Being a bad-ass is only one possible way to make a character cool, and sometimes it doesn’t do that at all.

Here’s an example. I DMd a 5th edition group a few years ago. The party had a human barbarian who could one-shot nearly everything that wasn’t a big bad evil guy. He was a powerfully built character on paper. But even though we ran that campaign for several months, at this point I couldn’t tell you a single thing about who he was. He hit things hard, really hard, but that’s all he did. That was the whole character, a collection of high stats but he wasn’t a character in the more metaphorical sense of the word.

DMs can intuitively understand the draw to maxed-out characters, too, because a party full of stats and gear is arguably easier to design around. Encounters become more mathematical and therefore a bit easier to create. There’s nothing wrong with that on its own. The risk is that the game turns into a stat versus stat exercise. It’s like designing a spreadsheet that can stand toe to toe against four other spreadsheets in a cage match. This can be subtle or it can become bloody obvious, especially when everyone at the table has this max max max attitude.

The Cool Kids

Not every player is chasing the biggest number, though. Some care more about who the character is and how they “play” than how effective they are in combat. They’d rather play a character that’s interesting than one that is effective but boring.

DMs like those kind of characters, too, because they’re fertile soil for inspiring adventure design. Despite this, some less experienced game masters can run the risk of overpowering a party built for their cool factor rather than their combat effectiveness. This is because monsters and encounters as written might be a bit more powerful than the “cool” character can handle. Good DMs, of course, judiciously adjust encounter strength based on the party, not on the stats as written, but that can require a bit of squinting and judgment to really nail it. It’s not that hard to do, really, if you give it a few minutes extra thought and I suspect that most DMs do this automatically.

The Backstory

A lot of players watching this, and maybe some DMs, too, might think that all you need to do to make your character cool is come up with an elaborate backstory. Here’s something I’ve said in other articles and I’ll repeat here: a backstory that runs three thousand words in length might be a great read for the player who wrote it, but it rarely translates into an actually better night at the table for everyone else, including the DM. If your group genuinely enjoys reading each other’s autobiographical fan fiction, go for it. But don’t mistake a long backstory for a good time. They’re not the same thing, especially when a paragraph or two usually accomplishes the same goal.

You want a certain amount of backstory for your character, of course, but remember that in terms of impact on the game itself, a little goes a long way.

What the DM Wants

In my personal view after more than four decades in this game, DMs shouldn’t have an agenda with the kind of characters the players choose. The game master is there to create the opportunity for everyone to have a good time, and the odds of a good time can go down when the DM has pushed a player into a choice they wouldn’t have made on their own. When this happens, it’s usually subtle, but I’ve actually seen it happen on more than one occasion in a more overt way.

However, this isn’t the same thing as the DM saying something like, “This adventure will definitely benefit from having a healer or two in the group, know what I’m saying? Nudge nudge wink wink.” That’s a totally valid and maybe even common thing for DMs to say to the group during their session 0. The difference is the players as a group will discuss that advice and figure out amongst themselves who’s going to build a healer or not.

Having said all that, DMs look for two key elements in how players create their characters. The first is investment. Are you emotionally invested in your character, and what does that investment look like? To start, it means you care enough about your character to fully flesh them out. You spend time thinking about which class and ancestry you genuinely want to play, creating a combination you’ll enjoy the most. You think about how to allocate your stats, and which gear you prefer and what spells you select. This isn’t min-maxing, it’s giving thought to your choices and taking a personal interest in them.

Second, you know your character inside and out. Players who are fully familiar with their character’s strengths and weaknesses are fun to have around the table. Great players are well-versed in the gear and abilities and spells their characters possess, and they study up to know not just how to use them, but when. It’s really cool for the DM when a player does something like using their final flask of oil to set the baddie on fire so the party can escape. Creative game-play like that makes it a more fun experience for everyone.

The Rising Tide of Fun

Table-top role-playing groups miss out when those around the table treat player characters as a collection of stats devoid of meaning and depth, or when they’re created without thought to how they can be played effectively, or without any personal motivation or investment by the player.

We can sometimes forget that Shadowdark and D&D and the others are role-playing games. This means we have real people playing the roles of invented personas. When we as people take an emotional stake in the characters we create, not just a functional or coldly intellectual one, the richness and depth of the game goes up, and that makes it more fun.

It’s also easy to forget that DMs have a stake in which characters are being run at their table. If the players are emotionally invested in their characters, odds are the DM will be, too. When the DM gets emotionally invested in the characters, the quality of the encounters and adventures and even the entire campaigns they create goes up. Everyone wins.

If you’re a player, I hope this article has inspired you to take a deeper interest in the characters you create at your next game. If you’re a DM, I’m probably preaching to the converted when I say, if your players raise the level of care they put into their characters, you’ll likely be inspired to up your game as well, pun fully intended.

Two Things That Make D&D Players Great (And How to Do Both)

Over the four-plus decades I’ve been involved in D&D, both as a player and as a dungeon master, I’ve sat at the table with some truly outstanding players. Can you guess what they all had in common?

In this article, I’ll go over the two key characteristics I’ve seen in those remarkable D&D players and how you can develop that in your own play as well. You may be surprised at how easy they are to adopt.

What the Two Things Are

There are many qualities that can make someone a better D&D player. Showing up on time, being accepting of others and being a team player, things like that are wonderful, and I think are fairly obvious, but they aren’t what this article is about.

Instead, I’m going to talk about two things that can functionally make you a better D&D player, and they’re not about min-maxing or picking some optimal class combo. These things are what will enable you to not just have fun, but make your game play more effective AND make the gaming experience more fun for everyone at the table.

The first is mechanical in nature and the second is more about you as a player.

I. Know Your Character

When I say the first way to become an ace D&D player is mechanical, I’m not talking about optimizing your stats or equipment or spell selection. This isn’t min-maxing.

What I’m talking about is knowing your character inside and out. It’s not about which class or ancestry combination you choose, or what weapons or spells to select. It’s about being intimately familiar with the character you have.

The Parable of the Guitar Player Who Sucked

Here’s an example of what I mean. When I was younger, I bought a used guitar and took a stab at learning how to play. I sucked at it and was convinced it was because my guitar was a cheap knock-off and not an expensive model. A good friend of mine, Josh, who was much older and wiser than me, asked to see the guitar. I brought my axe and my little practice amp to his house and plugged it in.

He started playing something bluesy and, to my ears, sounded like BB-freaking-King. I was shocked, not at his ability, but at the guitar. I felt betrayed. How could that cheap-ass guitar that couldn’t play an in-tune note sound so great in my friend’s hands?

He told me something I remember to this day. He said,

“A craftsman never blames his tools.”

That was when I learned two valuable lessons: One, I’m not cut out to be a guitar player. Second, knowing how to use your tools well is far more important than the quality of the tools themselves.

Know Your Stuff

Here’s what knowing your character is all about. You start with your six basic stats. Understand your character’s strengths and weaknesses, and make choices during the game based on them. Don’t attempt stealth moves if you’ve got crap dexterity. If you have a high charisma, take a more prominent role in interaction with NPCs.

Be very familiar with your gear. If you’re a melee type, understand how your weapons can be used most effectively and in which situations they reveal their peak effectiveness.

Gear familiarity goes beyond weapons, of course. Learn how to use iron spikes and rope and 10′ poles in creative and useful ways. It’s surprising how versatile these otherwise mundane items can be. Even a flask of oil can be profoundly useful in a wide variety of situations.

Know Your Magic

If you’re a spellcaster, it’s not unreasonable to expect you to memorize the spells available to your character, at least at lower levels. At higher levels, have a list of which spells are accessible to your character and which ones you’ve chosen for that day’s adventuring and keep it handy in an efficient format.

Speaking of spells, become as knowledgeable as you can about how they work and what their limitations are. This applies to ranges and duration and if they require concentration. Give some thought to how spells can be used creatively. The classic example is casting Light on the eyes of a dragon in order to blind it. That’s very effective in old-school rules, and less so but still useful in 5e. Become an expert in how your character’s area of effect spells can be used.

Finally, figure out which magic items are best suited to which character in your group. If you play modern rules, be aware of which magic items need to be attuned and which ones don’t, and plan accordingly before getting into areas where combat or other tactical action is needed.

Know Your Background

Some groups place a higher priority on character backstories than others. If that describes your table, remember that your character’s history doesn’t necessarily have to be long-winded or overly deep, but you should at least have a strong understanding for how it influences your character’s behavior.

When you play your character not just mechanically well, but I guess you could say spiritually well, you’re adding depth to the game experience for everyone around the table. You can tell when you’re pulling this off when the other players refer to your character more and more, almost as if they are a beloved actor in their favorite movie.

II. Be Engaged

The second way to become an ace player has nothing to do with your character, and everything to do with how you actually play the game. It all comes down to something we were taught at a very young age when we first started school: Pay attention.

Yes, pay attention in class. This means you are engaged and always thinking not only about how your character can individually make their biggest impact, but how your character can make their biggest impact as a team player.

This means you are paying attention to what’s happening not only with monsters and NPCs, but by keeping tabs on what the other members of your adventuring party are doing. Can your character do things that make other characters more effective in their efforts? Think tactically and strategically with the mindset that your character is part of a team with a shared objective.

D&D is a Team Sport

D&D is a group activity where each participant has a specific and often unique part to play. Your character might be the quarterback or the wide receiver, or they may be the free safety or even the kicker.

Whatever your character’s role is within the group, think about how your character’s strengths and weaknesses and assets can help the group’s efforts to the greatest degree.

Think Ahead

Communicate with the other players. It’s not their job to memorize your wizard’s spell list or your fighter’s weapon proficiencies. When you see an opportunity where your character can help someone else in the party, speak up and let them know.

“Hey, I’ve got a spell that can make your rogue harder to detect.”

During combat, pay attention to initiative order and think ahead about what your character will do when your turn comes up. DMs love players who are engaged, aware of what’s going on, and already know what their next action will be.

You will likely have to adjust your plans a little bit as circumstances change, though, so remember the motto: SEMPER GUMBY … always flexible.

When Players Suck

There are ways to tell when someone’s not being an ace player. They’ve got their head down into their phone or they’re doodling on their notepad in the middle of combat. This may be the fault of the dungeon master because they don’t handle combat in an efficient manner or whatever, but it’s still the individual player’s responsibility to stay engaged the best they can.

Another tell for disengaged players is when it’s their turn and they ask, “What’s happening?” Or, let’s say they’re a spellcaster and require frequent suggestions from other players or the DM about what spells are useful, or useless, in a given situation. New players need that advice, but once you get some experience under your belt, that excuse wears thin.

The game moves slower and the fun starts to leak out onto the floor when the group has a player who’s checked out or clueless about their character.

At that point, what is the point of you playing the game if you’re not going to actually play the game?

How They Work Together

These two methods for better play reinforce each other in a way that’s definitely worth talking about. When you know your character thoroughly, you have something to bring to every game. When you’re paying attention to every scene, you find the places to add to the experience, not drag it down. A player who knows their character well but isn’t tuned in to what’s happening misses the moments where that character would have made a real difference. A player who’s fully present but hasn’t done the work on their character can only react to what’s directly in front of them.

Put both together, though, and something great happens. You start contributing to moments that are not just fun, but become memorable in the best possible way. The other players start to rely on you and your gameplay because you add, not subtract, from their fun. You become the kind of player that lifts up the experience for everyone at the table, the DM included.

What Every D&D Player Wishes They’d Known From Day One

If you’ve never played D&D before and you’ve been invited to your first game, this article describes what you need to know beforehand, what to expect during the game, and how to set your expectations so that you have the best time possible.

What D&D Actually Is (In Simple Terms)

Dungeons & Dragons is a fantasy roleplaying game. This means you are playing the part of a character, one you most likely create yourself, although sometimes a pre-generated character may be provided to you.

The game of D&D is about the experience, not about winning or losing.

It’s a group activity. It will be you, one or more other players, and the Dungeon Master. The DM acts like the referee and world-builder, and plays the part of all the monsters and other creatures you meet in the game, both friendly and hostile.

How D&D Is Played

The way D&D is played boils down to three steps: The Dungeon Master tells you what you see, you and the other players decide what you do, then the DM then tells you what happens. Rinse and repeat.

Combat is a part of D&D, but so is social interaction and exploration. Those are called the Three Pillars of D&D.

A session is each time you get together to play. A game session can last anywhere from a half-hour to many, many hours. An adventure is made up of one or more sessions. A campaign is made up of one or more adventures.

Before You Arrive To Your First D&D Game

Here’s what you should plan to bring to your first D&D game session:

Get a set of polyhedral dice. There are tons of styles to choose from and your local game shop can help you out.

Bring some scratch paper and a pencil. Print out and bring a new character sheet, or ask your DM if they can provide one for you. As a DM, I always have several on hand for new players, or when a character dies and the player needs to create a new one.

You can also bring snacks to share with others, but ask if anyone has allergies. You don’t want to show up with a bag of Reese’s only to find out one of the other players has a deadly peanut allergy.

Finally, let the DM know if you have any triggers that would be emotionally traumatic for you.

What You Don’t Need

Here’s what you don’t need:

You don’t need to memorize the rules. Very few people can. Even long-term players and DMs look stuff up all the time during the game.

You don’t have to bring miniatures or figurines, although if your table uses a battle mat with minis, wait until after your first session before you get one so you can be sure you’re happy with your character first.

Feel free to wear a costume or speak in a particular voice suitable to your character, but these things are absolutely not needed or even expected. Do what you enjoy.

Finally, you don’t need to purchase rule books, but if you do, get the Players Handbook or the equivalent for the rules set your group plays (Old-School Essentials, Shadowdark, etc.)

D&D Character Creation Basics

One of the first things you’ll do is roll up a new character. The DM, or maybe another experienced player, will help you with that process.

Start simple and pick a class that sounds fun to play. ‘Class’ is like your character’s profession, ranging from combat and melee types to spellcasters or specialists like rogues.

Your character doesn’t need an elaborate backstory, or really any backstory at all, unless that’s a big thing in your new group. Don’t overthink it, especially at your first game.

My advice is to make a character who wants to adventure with the group, while avoiding the lone wolf or the character who says no to everything.

How Things Go During a D&D Game

Here’s what to expect during the game. You’ll explore around, interact with NPCs (non-player characters) — those are characters and people you meet in the game that are roleplayed by the DM — and sometimes you get into combat.

As I said earlier, it follows the same basic three steps: The DM tells you what you see, you declare what your character does or says, and the DM tells you how it turns out.

Ask questions when you don’t understand something, but remember that you’re new to the game so much of it will seem unfamiliar. It really is okay to ask questions.

And, don’t be afraid to take notes about the things your character (or your party) acquires, places explored, NPCs met, and so on.

Your Role as a D&D Player

Pay attention even when it’s not your turn. Be aware of what’s going on and think ahead about what you want your character to do. Remember that D&D is a team activity. Good players think about how their character can make the most effective impact toward the party’s goals.

Separate what you know as a player and what your character knows or would do.

Keep your eyes and ears open to the adventure hooks the DM gives you. That’s where the fun stuff is.

You Will Make Mistakes (And That’s Fine)

The common wisdom is that you’ll make mistakes, but the secret is they aren’t really mistakes per se. Even if your character is a half-orc or a tiefling, you’re still human. This is new to you.

I’ve been playing D&D since 1980 and I’m still learning something new at every game, so cut yourself some slack and don’t be too hard on yourself.

You’ll forget rules, misunderstand mechanics, and sometimes make tactical errors. It’s okay to ask the DM questions before making a decision, or asking more experienced players what they suggest.

Remember that everyone at the table was new to the game at one point. Most players and DMs are patient and helpful, but if you find yourself in a group who lacks courtesy or patience, it’s okay to say, “Thanks” and then find another group.

The first few sessions are about learning, not performing. It gets easier and doesn’t take very long before it feels natural.

Common New D&D Player Pitfalls to Avoid

Here’s some advice for how to be an effective player.

  • Don’t split up the party unless there’s a good reason for it.
  • Don’t hog the spotlight or interrupt other players when it’s their turn.
  • Don’t argue with the DM about rules. You can ask questions, of course, but the DM has the final call.

There are many other ways you can become a great D&D player. Here are some resources to help you out:

Be sure to check out this video & article “9 Habits of Great D&D Players“
WATCH: https://www.youtube.com/watch?v=CCVydwDhipI
READ: https://ruckerworks.com/2026/01/great-dnd-player-habits/

Another good one is “Become an Expert D&D Player: 44 Tips to Level Up Your Game“
WATCH: https://www.youtube.com/watch?v=dzn9cZ0f20Q
READ: https://ruckerworks.com/2025/12/become-an-expert-dnd-player/

The Social Side of D&D

D&D is a social activity, so here’s some guidance on how to improve that aspect of the experience.

First, be on time and show up when you say you will. That’s just basic respect and courtesy.

Second, respect that each player has the right to choose what their character does.

If something at the table makes you feel uncomfortable, say so. As I mentioned previously, if you have certain triggers or sensitivities, let the others know about it ahead of time.

Just like in school, don’t talk over each other, especially when it’s not your turn.

Finally, don’t check your phone during gameplay. That can be perceived as rude.

Setting Realistic Expectations

Here are some basic reality checks to help set your expectations.

If you’ve ever watched D&D gameplay on YouTube, remember that not every DM is Matt Mercer (and that’s okay).

Your first D&D session won’t be perfect, nor will your 100th. It’s an experience, not a contest.

You might feel awkward roleplaying at first (everyone does), so only do what feels comfortable.

The rules will click over time, but not right away. It’s a good idea to learn what your character has in terms of gear and such, and what they are capable of, but don’t feel like you have to memorize the entire rule-set.

And, different tables have different styles and vibes, so find the group that works for you.

The Most Important Thing You Need To Know About Playing D&D

Ultimately, D&D is about having a good time in whatever way your group defines that. The goal is to have fun together. It’s about shared storytelling and memorable moments. Remember that some of the most memorable situations are when things go sideways.

Be kind, be engaged, and be willing to learn.

The DM and other players want you to succeed and enjoy yourself, so relax and remember it’s just a game.

Parting Wisdom and Wishes

I hope your first D&D experience is a positive one. This is a game that has been around since the 1970s, so there’s obviously something to be said for the enjoyment it can offer. That being said, D&D isn’t for everyone, and that’s okay, too.

Remember that D&D is an extremely versatile game, with many published variations, and even more unique table rules and group styles that make it even more versatile. If you have a less than pleasant experience, be open to giving it another shot, perhaps with a different character, or maybe at a different table that plays a different version of the rules.

The Plan Was Perfect Until the Dice Got Involved

The Basics

Basic Dungeons & Dragons, the 1981 rules, was unforgiving. First‑level characters were fragile. One bad hit, and you were gone before you even got attached to your character. But that never stopped us from thinking we could win the day.

I want to tell you about a time I was Dungeon Master for a group of guys running a stealth mission into a hobgoblin lair. The plan? Impeccable. The reality? Well… as one of the players summed it up, ‘The plan was perfect until the dice got involved.’

The Party

The party was all 1st‑level: a fighter, a cleric, a magic‑user, a thief, your classic spread. They were terrified, because in Basic D&D, your first-level character might as well have been wearing a red uniform with no name tag. Their target was an underground hobgoblin lair.

So they planned and schemed and sketched things out on notebook paper like generals at war. They argued over who sneaks in first and who watches the rear. They debated who rushes in if things go south. It was disciplined, careful, and honestly it was kind of brilliant.

And as DM, I was thinking: maybe, just maybe, they’re going to pull this off.

The Roles

The thief is chosen to sneak down the tunnel. Remember, this is Basic Rules, where thieves have abysmal odds at first level. I roll his Move Silently percentile check, and I do it in the open so the whole table can see. Normally, you roll that behind the screen, but I was in a “full disclosure” mode at the time.

The player’s roll is an utter failure, a natural 1.

In an instant, the careful stealth becomes slapstick. He doesn’t just fail to sneak. He trips over loose stones, slams into the cavern wall, and sends his lantern clattering. The noise echoes through the tunnels like a dinner bell. Hobgoblins are alerted.

The Fight

The fighter charges in, trying to look heroic, sword swinging, and misses completely. The cleric… let me mention to those unfamiliar with BECMI rules that clerics don’t get any spells until they hit second level. So anyway, the cleric rushes forward with his mace and rolls lows in spectacular fashion.

The magic‑user, panicking, uses his one and only spell for the day: sleep. He rolls badly. A handful of hobgoblins drop, but most shrug it off, and now they’re furious.

What was supposed to be a surgical infiltration is suddenly a desperate brawl in the dark. Players are shouting, dice are flying, and every roll just makes it worse.

The Dice

In the middle of this mess, one of the players leans back, sighs, and delivers the line of the night:

The plan was perfect until the dice got involved.

The table goes quiet for half a beat, and then everyone bursts out laughing, because he absolutely nailed it.

That one reflection, that one comment, perfectly portrayed one of the most profound elements of what it means to play D&D.

The Meaning of Fun

You can plan, scheme, and map things down to the last detail, but in the end, you’re at the mercy of the dice. Which is true of any edition of the game. And honestly, that’s why those moments stick with us. If the plan had worked, it would’ve been neat but forgettable. The reason I’m still telling this story years later is because everything went wrong.

So if you’re ever playing D&D, Basic or 5e or anything in between, remember this: embrace the chaos. The dice don’t care about your plan. And sometimes, that’s where the best stories come from.

After all, the plan is always perfect until the dice get involved.

9 Habits of Great D&D Players

Here are 9 things great D&D players do that make them legendary in the eyes of DMs and other players alike. I’ve included a bonus tip that really shouldn’t be on this list but unfortunately is anyway. When you read what it is, you’ll understand why.

These are presented in no particular order, as I think they all have equal value.

  1. Know your character’s equipment, abilities, and spells.

One of the most effective ways to be an effective player in D&D is to know what tools your character has available to them. This means you have a solid selection of equipment and gear that is suited to the needs of the adventure, you know what your abilities are in terms of strengths and weaknesses, and if you’re a caster, you have a firm grasp of what spells you have available. Furthermore, you know how they work, including their range, area of effect, damage, and so on.

  1. Understand combat tactics.

One of the first lessons a smart D&D player learns is that an enemy with just a single hit point can still damage or kill you, so it’s better to reduce the number of monsters you have to fight by concentrating fire on them one at a time, than to gradually weaken multiple monsters while leaving them still alive. Also, it’s also advantageous to focus your fire on monsters that have area-of-effect spells or have ranged attacks.

  1. Show up when you say you will, and be on time.

This is more about being a cool player to the group than it is about in-game tactics or strategies. Being someone that others can rely on is very valuable no matter what kind of group activity you’re involved in, be it D&D or a sports team or a knitting circle. Bonus points if you even know what a knitting circle is.

  1. Get along. Allow other players to make their own choices and don’t talk over each other.

Again, this is about the experience, not anything in-game. Good DMs know that the best time is had when players retain their sense of agency for their characters. Good players know this, too. They make their own choices, and they respect that everyone else at the table has the right to make their own choices, too. Finally, good players get along and don’t talk over each other.

  1. Be ready when it’s your turn in combat.

Once combat has begun, pay attention to initiative order. Don’t catch yourself looking up from your phone saying, “Is it my turn?” when the DM calls your name. Know what the players and monsters did who came before you, and think about what your character will do so you’re not wasting time figuring that out when your turn comes around.

  1. Pay attention to what’s going on and how your character fits into the action. Be supportive.

This tip closely follows the previous one. Great D&D players understand that their character is likely one of several, and they understand how their character fits into the group’s goals and tactics. If you move to a certain location, will that draw fire away from a comrade that is dying? Can you cast AoE spells to help not just yourself, but others as well? D&D is a team sport, so play to your strengths in the context of the group.

  1. Remember why you’re there and don’t allow distractions to take you away from the craftily prepared quest.

If you enter the dungeon to find a particular magic item, remember that. Don’t wander off chasing magic rabbits if their relevance to your quest isn’t at least somewhat clear or hinted at by the DM. It’s aggravating not only to the DM, but to the other players as well, if you’ve been on a quest to find the Wand of Many Splendors, only for you to keep insisting you endlessly chat with the innkeeper who knows nothing about it.

  1. Temper your expectations. Every DM is different, every table is different.

Have you ever said to your romantic partner, “My ex always let me do it.” This tip comes down to understanding the fact that every D&D table is unique. Each DM is a different person, with their own history and creative approach and play style, and they all have something to offer. Their style may not be your style, and that’s cool, but respect the fact that they won’t be exactly like your former DM who you thought was perfect. Maybe they were. But give your new DM a chance. They might be perfect, too, just in a different way.

  1. Take notes of key events, items, and NPCs.

DMs actually love it when players take notes and keep track of things. We have enough to remember as it is, and our brains are often nearing red-line, so anything that offloads some of the burden is greatly appreciated. The other players will appreciate this, too, especially when you remind the half-orc barbarian that you stashed in your Bag of Holding that really cool battle axe the group found a few sessions ago. That weapon just may come in handy when the rust monster eats their regular weapon.

Bonus tip:

Finally, I have a bonus tip. I really shouldn’t have to point this one out, but admittedly it has come up more than once at my tables. Are you ready?

Come prepared. It’s bad enough if you show up to D&D night and forgot to bring your dice, but if you forget your character sheet? Foguddaboutit.

I hope these tips have helped you out. I’m sure there are others, but these are probably the biggest ones to help you be a better D&D player.

Make Your D&D Game More Efficient (Before, During, After)

In my experience, I’ve seen two categories of things that make a D&D session inefficient. One is social interaction, where everyone is talking about their real life activities and so forth — which isn’t necessarily a bad thing but it does dilute the game itself. If that’s cool with your group, chat away.

The other is administrative stuff. How many times during a game do you halt the action in the middle of an intense combat so that rules can be argued or spell effects looked up? It can feel like hitting pause in the middle of a key play when watching a crucial sporting event.

Other administrative drags can be the addition of a new player to the group, or even the session 0 itself. The fact that modern D&D practically requires a session 0 to begin with is one of the reasons why I prefer old-school rules. Back in the day, if your character died in the middle of combat, you could roll up a new one while everyone else was playing and be ready to adventure on in 10 minutes or less. You might be able to do that in 5e for a 1st level character, especially if you’re an experienced player and are very familiar with the Players Handbook, but if you have to create a character above 3rd level, you need a fair bit of time, and that time is inefficient.

Here are some tips for helping make your D&D game go more efficiently.

Efficiencies Before the Game

When new players join the existing group, provide a written summary of where things stand, plus enough background to get them situated to the circumstances. Remind them what their current objectives are so they get into that frame of mind and don’t wander off chasing magical squirrels when they’re supposed to be rescuing the King’s beloved jester instead.

Also, within 24 hours of the end of a game session, write down notes about what transpired and where the party left off. Then read those notes the night before the next session so you can get up to speed. Be sure your notes include the names and summary details of any NPCs the party encounters, as well as noteworthy objects they’ve acquired or quest milestones they’ve reached.

I often read a summary of these sessions notes to the group at the beginning of the next game to quickly get everyone up to speed, including myself.

I’m also a big fan of over-communicating the aspects of game scheduling and so forth. Whether it’s a group Discord channel or an email chain, avoid ambiguity and pursue consistency in your messaging about game scheduling.

If your adult’s group is like most others, scheduling game sessions can be like herding cats. Use a calendaring app. One trick I’ve used is to use a WordPress events plugin on my web site with four possible game dates and times plugged in. The players in my group register for all of the game sessions they can attend, and the session with the most registrations is the one we schedule. There are no doubt many other options and tools available, so use technology to your advantage.

Efficiencies During the Game

Involve the players.

Have one player look up spell specifics. Get another player to handle initiative order. This harks back to the original advice from Gary Gygax that one player is a mapper, another is the caller, and still another the leader. DM’s have enough on their plate already, so divide and conquer for the win.

I also like to get one player to be the chronicler of the group. They keep a log of party treasure, who got what magic item or weapon or armor acquired along the way, healing potions and such, as well as a checklist of sorts for quest items or actions completed to date.

The trick is to get a player to volunteer rather than assigning these administrative roles from on high. This way you’re more likely to get an individual who’s a bit more enthused about that job than someone who’s only doing it because you pressured them into it. Do the best you can.

Here’s a method I’ve used before, especially in larger groups. One player was the co-DM, and we’d swap places in the Dungeon Master’s chair every few months to give each other a break. When one is the DM, the one that’s in player mode looks stuff up such as spell effects, conditions, and other details like that.

If you find that players, especially spell casters, are always having to grab the Players Handbook to look up character abilities or spells, encourage them to print a summary of those details attached to their character sheet. Also, and this is really helpful, let players know when their character is on deck in combat, so they can be thinking about what they’ll do. The worst is when you say, “Dave, it’s your turn. What does your warlock do?” and Dave looks up from his phone and says, “Oh, is it my turn? Uh….”

Efficiencies After the Game

If possible, at the end of a game session while you still have everyone in the room, discuss the scheduling of the next session and get consensus before anyone leaves. Most people have smart phones and hopefully have their calendar app in front of them. If so, use that to your advantage.

And, before everyone leaves, mention what’s ahead. This can be a quick reminder that the party is still on their quest to rescue the King’s beloved jester and they just found some key clues to indicate where they may be located. This can help generate interest in attending the next session.

If you have to end a session in the middle of a combat, I like to use my smartphone to take a picture of the battle mat with rooms drawn and mini figures in place.

Then, at the next session, I can quickly re-draw the battle mat’s configuration before the players show up. Have your player chronicler check their notes to see where the combat left off in terms of initiative and so forth and make sure your notes match theirs.

The whole point of this is to optimize your time spent actually playing the game. Identify activites and lulls in the prep and action that are outside of the game, or things that get in the way of actual play. If your delays occur before the game even starts, because everyone’s talking about their real life outside the game, that may be okay as long as that’s what everyone wants. Table-top role-playing games are inherently a social activity, and that opportunity to connect with friends is valuable. You do you, just be aware when it’s occurring and how it impacts the time remaining to actually play the game.

→ Before the game, be organized and focused. Don’t be afraid to over-communicate.

→ During the game, divide and conquer. Spread the load and look for ways to keep things moving.

→ After the game, lay the groundwork for the next session to come with reminders and detailed session notes.

Become an Expert D&D Player

Being a D&D player is easy. Being a good D&D player takes just a small amount of effort and practice. The only thing required to being a great D&D player is a bit of thought, care, and remembering the lessons of countless players who have gone before you.

In this article, I provide a collection of 44 bits of sage advice based on my many years as a dungeon master and as a player to help you take your D&D game to the next level.

Before I begin, note that some of this advice is a wee bit more applicable to old-school D&D play, but most of it applies regardless of what edition you’re playing.

Also, some of it will depend on the DM running the game and particular table rules with your party. For example, in one piece of advice I talk about keeping an eye on rations and torches, but not all tables worry about those details.

Combat

  1. Not all combat needs to end in the destruction of your foe in order to gain experience points. Especially for low-level characters with few hit points, combat is very risky and even the smallest monster can kill you. Consider other ways around a confrontation, including parley, stealth, and bribes. If combat ensues and you decide to flee, remember that many monsters will halt pursuit for shiny things, such as a few coins dropped on the ground, or food. If you find a clever way to end combat or avoid it altogether, your DM may award partial or full experience points as if you had killed the monster outright.
  2. In combat, tactical positioning and movement matters. Don’t just think about the location of your own character. Think about how your position impacts the effectiveness and limitations of the rest of your party as well as area-of-effect spells and abilities.
  3. Use terrain and obstacles to your advantage, especially during ranged combat. Use cover when possible.
  4. Pick up used arrows after a combat. You may need them later. A rule we use at my table is 80% of all arrows retrieved are re-usable, the others are broken or lost.
  5. Spell casters must remain still and be able to speak in order to cast their spells, at least for spells that require concentration.
  6. When your party encounters a monster, it’s possible for both sides to be surprised. If only one side is surprised, the other side gets a free round to act before initiative is rolled.
  7. Pay attention to the order of combat and think ahead. Be ready when it’s your turn to act to make the overall encounter smooth and efficient. Everyone at the table appreciates players who are organized and paying attention to the action.
  8. The enemy of your enemy may be your friend. Sometimes you can motivate intelligent (or hungry, etc.) monsters to attack each other instead of attacking you.

Experience, Treasure

  1. Jewelry, gems and magic items are worth more and weigh less than coins. Even if your table doesn’t track encumbrance, it’s not feasible for a halfling to carry 200 pounds of coins in their pack.
  2. Every 10 coins weigh one pound regardless of metal type (copper, silver, gold, etc.)
  3. Depending on your table rules, death is usually final. At the very least it’s quite inconvenient. It’s better to pick your battles, conserve your resources (especially hit points) or run away to fight again another day. However, sometimes bold action is what’s called for. Smart players consider the circumstances and know what gives them the best odds to accomplish their goals while surviving the experience. (Dead characters don’t earn experience points.)
  4. Don’t waste time on meaningless or trivial distractions. Ask questions, use what you know, and do your best to discern what matters and what doesn’t.

I talk about this in one of my videos, “5 Ways Players and DMs Sabotage Their D&D Game (and How to Fix It)”, and how it can sabotage your D&D game.

Exploration & Smart Adventuring

  1. You will very rarely find what is hidden if you don’t tell the DM that you are searching for it. Don’t rely solely passive perception checks.
  2. If the DM says you don’t find a trap or secret door, that doesn’t necessarily mean there isn’t a trap or secret door present.
  3. Draw a map as you explore a dungeon. It doesn’t have to be specifically accurate, but must be able to lead you back out to the surface to safety. It can also give clues about unexplored areas that may be hidden behind secret doors.
  4. Over-arguing about things in the dungeon draws the attention of wandering monsters. Wandering monsters sap your resources (hit points, spells, arrows, etc.) and rarely have any treasure.
  5. Being able to creatively and constructively solve problems with efficient solutions is the greatest skill a player can have, and it’s far more valuable than anything carried or specified on a character sheet.
  6. The DM often drops hints about things of value, but not everything they say is significant or a clue. Explore and investigate your surroundings. Put things in context with other bits of information to discern what is important. Think like a detective at a crime scene by gathering evidence and piecing it together to form a plan.
  7. The character with the highest charisma score should conduct all negotiations with NPCs on the party’s behalf.
  8. Most henchmen won’t consider going on an adventure-for-hire with you if you don’t buy them a drink first.
  9. Some difficult physical tasks that require great strength, such as opening a stuck door or lifting a portcullis, can only be accomplished through the combined effort of two (or more) characters.
  10. Mirrors require a light source to work, and darkvision does not apply. In fact, it’s not possible to read in the dark or discern colors using darkvision alone.
  11. A nearby torch or other heat source will prevent darkvision from working.
  12. If you are using a torch or lantern, any creature with darkvision will likely see you long before you see them.
  13. You can become lost (and not realize it) when traveling outdoors unless you are following a known road or trail, or following a skilled guide.

Equipment

  1. Oil can be one of the most versatile items you can carry.
  2. Running out of food or water can kill you. Running out of torches or lantern oil is really inconvenient and makes getting out of a dungeon very dangerous, even if you have party members with darkvision.
  3. Every party should have at least one 50-foot rope among their combined equipment.
  4. Not every character must carry duplicate gear. Consider the gear the party needs as a whole and distribute it in a logical manner.
  5. Iron spikes and a mallet or hammer can be very useful and versatile. They can be used to wedge a door shut (or open), secure a rope, or even to create pegs on a wall or other vertical surface to facilitate scaling up, down or across that surface. (Hint: You can toss a few iron spikes to distract a rust monster.)

Magic items, etc.

  1. Some magic items, especially magic armor and weapons, can be cursed. You won’t discover the cursed nature until you attempt to use the item in actual combat (simply holding it or trying it on won’t reveal the curse). You may potentially be able to pay a high-level magic user or cleric to investigate the item.
  2. Some magic items, such as wands, have a finite number of uses (called charges). You can’t learn how many charges are loaded into the item without paying a high-level magic user or cleric to inspect it.

Monsters

  1. The undead move silently. Think about this when listening at doors, etc.
  2. You are listening at doors before you try to open them, right?
  3. There are many monsters that suffer penalties when fighting in full daylight.
  4. Many spells that affect the mind, such as charm or sleep, do not affect undead. Poison doesn’t, either.
  5. You can often communicate, at least at some level, with many different types of monsters. This can avoid deadly and costly combat and may lead you in beneficial directions you may not have expected.
  6. Monsters, especially those that operate in groups like orcs, goblins, kobolds and hobgoblins, will use tactics, strategy, and lessons learned to improve the effectiveness of their defenses and methods of attack.

Miscellaneous

  1. Making choices and engaging in behavior that is counter to your character’s alignment can have serious consequences, especially for certain classes like clerics, druids, and paladins.
  2. In the end, nobody likes a murder hobo unless everybody around your table likes being murder hobos.
  3. You can give advice or your opinion to other players, but every player has the right to make their own decisions for what their character does or says.
  4. Being a jerk to other players and then claiming “That’s what my character would do” is no excuse.
  5. Take a shower. Gamer funk doesn’t count as value-added ambience.
  6. A good Dungeon Master isn’t your enemy and they aren’t out to kill you, but that doesn’t mean they won’t present difficult challenges to your party or play monsters to their fullest ability. The DM is likely hoping you succeed, but the good ones are impartial referees, and you as a player should see them in that light.

5 Ways Players and DMs Sabotage Their D&D Game (and How to Fix It)

I’ve been playing D&D since 1980. That’s a while. I can’t count the number of game sessions I’ve run as a DM or participated in as a player, but it’s a lot. In that time, I’ve experienced several ways players and DMs alike have sabotaged the game or otherwise prevented the session from reaching it’s full potential of fun.

Here is my list of 5 ways players sabotage a D&D game, followed by 5 ways Dungeon Masters ruin the fun around the gaming table.

5 Ways Players Can Sabotage a D&D Game

  1. Erratic attendance

D&D is a team sport. Every person that plays expects their teammates to show up when they say they’re going to show up. I know, life happens, and it’s not uncommon for a D&D session to have less than a full house. But, when players sometimes show up and sometimes don’t, and there’s no rhyme nor reason for it, that disrupts the experience for everyone in the group, players and dungeon master alike. Oh, and stop ghosting people. Ghosts are dicks. Don’t be a dick.

  1. Murder Hobos: Gotta attack everything in sight

There are times when you want to forego the social interaction, give exploration a miss, and you want to get into some good old fashioned skull bashing. When that gets disruptive is when a player wants to attack every NPC, monster or creature they come across, benign or malignant, and murder hobo their way through the entire session.

It’s the “I have an axe and I want to use it, on everything and everyone” way of playing that’s disruptive. Pace yourself, padawan. Not everything needs to die.

  1. Ignoring obvious quest hooks

When players are completely clueless about obvious quest hooks, this becomes disruptive more to the DM than to the other players. That’s probably more the DMs fault than the players’. However, this can manifest in two ways that drags the party down: being overly cautious even when there’s a clear path toward adventure, and insisting the party pursue pointless details or other elements in the game when a reasonable person would say, “The rabbit you incidentally saw hopping in the meadow is not as important as the dragon you saw flying overhead.”

  1. Contrarian … always saying no or going against party consensus

Some people are just disagreeable. They aren’t happy unless they’re unhappy, and stirring the pot seems to bring them pleasure like nothing else. These are the kind of players who identify what the party wants to do and insists on doing the opposite. I don’t know if psychologists have a name for the condition that makes people act in such a contrarian way, but I’ve seen it often enough around a D&D table to know that this kind of behavior can be one of the most disruptive on this list.

  1. Dishonoring the honor system (fudging dice rolls, etc.)

There’s a lot of the honor system inherent around a D&D table. One of the most obvious ways the honor system manifests is when rolling dice. It’s not always easy to see from across the table how that d20 attack roll turned out, so the DM and other players alike trust that you’re being honest about the outcome. If you’re a player and you cheat by fudging your dice rolls, either in the game or beforehand when you create your character, you’re degrading the trust that we all rely on. Don’t dishonor the honor system.

5 Ways Dungeon Masters Can Sabotage a D&D Game

Now that we’ve talked about how players sabotage the fun of the game, it’s time to pick on the Dungeon Masters. Here are 5 Ways the DM can kill the fun around your D&D table.

  1. Sees the players as the enemy

I’ve seen this first-hand several times, and heard players lament their experience at other D&D tables more times than I can count. When a DM takes things personally, the mood at the table goes down almost immediately. They will fudge dice rolls, “The orc just rolled its third nat 20 in a row. You take … max damage! Ooo!” That can happen, but the gleam in the DM’s eye is a dead give away. Pun intended.

Good DMs are actually rooting for the party to succeed, not hoping they fail.

  1. Expects players to be mind readers; expresses frustration, even contempt, when they do something “wrong”

What’s obvious to the DM may not present the faintest whiff of a hint to the players. The DM gets this sort of attitude toward the players, bordering on contempt. The eye rolls and heavy sighs … we’ve all experienced that from time to time. It’s like going on a road trip with someone who’s angry with the world and everyone in it. That kind of attitude becomes a serious buzz kill around the D&D table.

DMs and players alike, check your anger and frustrations at the door. Look at the D&D game as a way to escape all that. And dungeon masters specifically, be aware of how you’re coming across to the players. If you find yourself getting frustrated at their actions or choices, look inward first rather than jumping to the conclusion that your players are morons or are deliberately trying to aggravate you.

  1. Favoritism

Everyone has their preferences of who they like and who they don’t. It’s almost chemical. But Dungeon Masters have a special responsibility to not only be creators of the milieu the players live within. They are also the impartial referees for what takes place around the table. It is the DM’s expressed duty to remain fair to everyone and not play favorites. If you find yourself fudging dice rolls or giving more hints to one player over the others, you’re doing a disservice to everyone else in the room, including yourself.

  1. Lack of enthusiasm or not putting in the time and effort to make the game a fun experience

Even the most fervent DM can experience lulls in their enthusiasm. Life can get in the way and fatigue can set in, or other duties might drain their brain in a way that leaves only a few creative crumbs available to power their game session. This can manifest in a lack of enthusiasm at the table or in their prep, and they just kind of phone it in. Trust me, it’s okay to take a break and let your creative juices and energy get replenished. Your players would rather have fewer but more engaging games, than to sit around the table with a DM who’s got the energy and enthusiasm of a wet dishrag.

  1. Railroading: Not honoring player agency

This is probably the biggest yet most insidious ways that a DM can ruin the whole table’s D&D experience. The ironic part is the DM is likely convinced their “plan” is the best way to go, yet when the players either don’t pick up on their hints and quest hooks, or deliberately go west instead of east, the DM gets frustrated. See my previous point about expecting players to be mind readers.

The biggest reason why railroading kills the fun of a D&D session is because it takes away one of the most important reasons why people play D&D in the first place: agency and the freedom to make your own choices. If your players are just puppets under your strings and are doing nothing but acting out your plot in the precise way you wrote it, go write a fantasy novel and leave the Dungeon Mastering to someone who sees players as co-equal partners in the dynamic storytelling experience that is Dungeon and Dragons.

Players Come and Go: How DMs Keep Their D&D Tables Thriving

D&D Session Attendance Flexes

I have been a dungeon master for D&D games at my local library for about three years now. It started as a group for adults playing old-school rules, and we have different players come and go. Adults being who they are, with busy schedules and life getting in the way, attendance was hit or miss, and turnover was common.

Then, two years ago we switched the program to focus on teens. Attendance has been more consistent and there’s almost always a waiting list. We even added a second group to the program.

But, players still come and go.

I’ve been playing D&D since 1980, and although there are some D&D tables with the same group of players since their inception, I’d wager to guess this is the more uncommon than common.

In my experience, players come and go, and that’s the nature of the game.

What does this mean? Is it a bad thing if your D&D group doesn’t maintain the same roster for long periods of time?

If you’re a dungeon master, how should you take it if your table has player turnover? Is that a reflection of your quality as a DM? It might be, but don’t jumpt to that conclusion just yet.

In my teens group, over the past two years, there’s only been one kiddo who got kicked out of the group due to disruptive behavior. Every other teen that has left was because of scheduling conflict away from the table.

I’ve done a video before that describes the differences between teens and adult players, so I’m not going to go into more detail about that here. Be sure to check it out.

Dungeons & Dragons is a dynamic game

Even for the most railroady DM, it’s impossible to predict how a given game session will go. It’s kind of like improvisational jazz where every performance sounds a bit different. Sure, you’ve got the sax-playing half-orc barbarian and the elven mage at the piano, both trying to keep time with the halfling playing stand-up bass, but in the end, each song will be unique in one way or another.

D&D is like that, too, especially when it comes to who’s sitting around the table. Even if you have a fixed roster, it can be a rare session where everyone shows up.

Turnover and inconsistent attendance is just the nature of the game, and that’s okay. It’s important to keep this in perspective and not get frustrated by it.

As a Dungeon Master, when I’m running a story-driven game, it can be very frustrating to have players come and go. Not knowing what the party makeup will be from one session to the next can inject uncertainty into my planned campaign. Nowadays, I’m using a more sandbox style approach, where the players decide what they want to do and where they want to go, so it’s been a lot easier to handle the shifting party.

This has taught me a valuable lesson.

DUNGEON MASTERS ARE THERE TO SERVE THE PLAYERS, NOT THE OTHER WAY AROUND.

It’s not my game, and it’s not really the players’ game, either. It’s the game of those who show up, and who shows up will change.

Each player has their own motivation of why they show up to a game, and each player has their own play style and preferred reason to stay. For example, some really like role-playing their character and get a lot of enjoyment when interacting with NPCs in town. They’ll get into character and delve into the nuance of negotiating with a jewelry merchant, the innkeeper, or the Captain of the Guard.

Other players like the tactical strategy of planning a raid on an orc lair and leave their interaction with NPCs to single sentences. “Do you want to buy this battle axe I took from a dead ogre or not?”

There is a bit of advice on YouTube that DMs should cover the bases and ensure every game session has something to suit the diverse motivations and desires of all possible player types. I don’t think this is bad advice, but I do feel it’s difficult to accomplish in each session. Instead, I prefer to have one session devoted to the tactical combat and strategy, while another is focused more on the role-playing aspects of the game and yet another where exploration is the focus.

As an author of several fantasy novels, I’ve learned the value of capturing my reader’s attention and holding it fast with intense action, then giving them a breather where not much happens — or nothing dangerous, anyway. Filmmakers have learned this maxim decades ago. Like most pop songs, there’s a particular pattern and rhythm that people unconsciously expect. I think a D&D campaign can follow an ideal rhythm, too.

Ultimately, though, a good Dungeon Master isn’t a songwriter or artist or author, where their work is an expression of themselves, and their audience can either like it or not. Instead, I think a Dungeon Master is a facilitator. They learn the desires of the players at their table and dynamically create an experience that suits them best.

The DM may tailor their game in a particular way for the players around their table, but as players come and go, what worked yesterday may not work tonight. Being flexible and maintaining the ability to read the room is an important soft skill for the DM as they strive to make the experience as fun as possible. They are there to serve the players, not the other way around.

D&D players have a part to play, too.

My advice for players of D&D or any other group role-playing game is to communicate and do what you say you’re going to do, the best you can. If you’re unhappy with something, speak up in a constructive way. If you’re delighted with how things are going, convey that as well. And when you say you’re going to show up for the campaign finale on Saturday night, don’t ghost everyone. Do what you say you’re going to do and actually show up for the campaign finale on Saturday night.

Come to think of it, it seems that D&D might have a lesson for all of us in that regard. If we all learn to be better communicators and keep our promises, tomorrow just might be that much better than today.

How to Build Memorable D&D Characters (Players & DMs)

Who doesn’t want this when playing D&D? Characters that feel real, compelling, and worth investing in.

It doesn’t matter whether you’re building a player character who’s going to journey from level 1 to 20, or an NPC who’s only going to appear in a few scenes. The difference between a forgettable character and a memorable one almost never comes down to stats or class features. It’s about who they are — their choices, their personality, and how they connect to the story.

This article contains five principles you can use, whether you’re a DM or a player, to make your characters stand out, plus a bonus tip at the end. These tips go beyond the obvious “write a backstory” advice, and focus on the things that actually make a character stick in people’s minds.

1. Define What Drives Them — and Let It Guide Every Choice

One of the most powerful ways to make a character memorable is to understand their motivation — understand what they want and why they are willing to fight for it.

Motivation is more than a goal like “find treasure” or “defeat the villain.” It’s the deeper reason behind their actions. It’s the difference between: “I’m hunting this artifact because I want power.” and “I’m hunting this artifact because it once belonged to my lost sister, and finding it is the only way to honor her memory.”

That deeper reason influences how the character speaks, how they react to obstacles, and how they make decisions. It adds emotional weight to their choices — and that’s what those who play D&D remember.

2. Build a Core Belief — Even If It’s Flawed

    Great characters don’t just want things. They also believe things.

    A belief is a statement about how the character sees the world — and it shapes everything they do. It might be something noble, selfish, naive, or even outright wrong. What matters is that it’s deeply held.

    Beliefs make your character predictable in unpredictable situations. The rest of the party may not always know what you’ll do, but they’ll understand why you do it. And when that belief is challenged or starts to change is where some of the best storytelling happens.

    3. Give Them a Flaw That Matters

    Too often, players treat flaws as flavor text — a little line on the character sheet that never really comes up. But in reality, flaws are one of the strongest tools for making a character feel human and memorable. This pertains to NPCs, as well.

    The key is to give them a flaw that creates tension — internally or externally.

    The best flaws are the ones that force hard choices, or make the character’s journey harder in meaningful ways. They’re not just obstacles, they’re fuel for better storytelling.

    And here’s the best part: flaws give everyone else at the table something to react to. Party members might argue with them, try to change them, or get caught up in their decisions. That friction makes the character more dynamic and far more memorable.

    4. Give Them a Strength and a Weakness — Even Small Ones

    Here’s a simple trick that instantly makes any character more memorable:

    Give them something they’re surprisingly good at and something they’re comically or frustratingly bad at.

    But here’s the key: neither one has to be mechanically useful or tied to combat or adventuring. In fact, they’re often more interesting when they aren’t.

    Of all the NPCs I’ve run at my table, the most memorable ones have always had something odd yet harmless about them. Some talk in a weird way, or have irrational phobias that are more cute than a hindrence. Others have oddball fascinations such as collecting troll toes and obsessively clipping their ever-growing nails.

    One example of a pair of strengths and weaknesses for a player character could be a soft-spoken elven cleric who is astonishingly good at mimicking voices and animal calls, but is irrationally terrified of dogs, even small ones.

    These quirks do two things:


    1. They humanize the character by showing unexpected dimensions.
    2. They create memorable moments at the table, scenes where those strengths or weaknesses come into play in surprising or hilarious ways.

    Best of all, they’re easy to improvise. You don’t need a feat or class feature to say, “My character is a great storyteller but a terrible dancer.” And over time, those little traits often become the things people remember most.

    5. Let Them Change Over Time

    Here’s the biggest mistake both DMs and players make when building characters: they treat them like finished products.

    The most memorable characters aren’t static. They grow. They break. They change.

    Maybe the cynical rogue learns to trust again. Maybe the idealistic cleric loses faith only to find it again in a new way. Maybe the proud paladin discovers that compromise isn’t weakness. Maybe the villain realizes they’ve become what they once hated.

    Growth doesn’t have to be dramatic or constant. But a character who learns from their experiences, even just a little, feels more alive. They feel like they’re on a journey, not just existing from session to session.

    This is especially powerful for long campaigns, where players will watch that growth unfold over months or years. It’s what turns a fun character into an unforgettable one.

    Bonus Tip: Tie Them to the World

    Here’s a bonus tip. Whether you’re a DM or a player, one of the best ways to give a character weight is to anchor them to the world around them.

    Give them relationships such as mentors, rivals, family members, or enemies.


    Connect them to locations like a hometown they protect, a set of ruins they fear, or a temple they long to see again.


    Tie them to history like a war they survived, a prophecy they’re part of, or a mistake they can’t undo.

    When a character’s identity is woven into the world, the campaign stops feeling like a disconnected series of quests and starts feeling like a story that matters.

    Final Thoughts

    Creating a memorable character isn’t about writing a perfect backstory or finding the most optimized build. It’s about crafting someone who feels real, someone with dreams and flaws, beliefs and fears, someone who grows and changes as the story unfolds.

    Whether you’re behind the DM screen or sitting at the table as a player, you have the same opportunity to create a character that people will talk about long after the campaign ends.

    And here’s a final truth: the most memorable characters don’t always slay the dragon or save the kingdom. Sometimes, they’re the ones who fail, who change, who learn, and who leave their mark not through power, but through personality.

    If you focus on these principles, your characters, whether they are heroes, villains, or anything in between, will become more than just stat blocks. They’ll become stories your table will never forget.