Art by Gilead |
Six Principles for Old School Dungeon Masters
1) The most important thing a DM should ask the PCs, and repeatedly ask, is, “What do you do?” This question creates the atmosphere that makes D&D enjoyable for players, directing and redirecting the momentum toward their choices.
2) Descriptions of situations, NPCs, and scenarios should be concise, brief, and to the point. Unless the DM is a talented actor, dialogue should be reported rather than directly acted out. As dialogue progresses, a sort of magic happens, and characters naturally seem to converse with NPCs without the awkwardness of falsetto voices or fake accents.
3) If players have a request or idea, no matter how outlandish, the DM should provide the possibility for it, but they can adjust the statistical likelihood to make it almost impossible. For example, let’s imagine a player asks if their familiar, a cat, can tear out the throat of an evil necromancer after the party has fallen. A 1 in 20, or even a 1 in 100 chance, is unlikely, but the benefit of the dramatic tension is worth it. The inverse, the discouragement associated with shutting down the idea, is not worth it.
4) Whether the DM is using a module or creating one, the DM needs an “objective” third party to mediate between their role as DM and the players’ choices. This third party could be a description of a town, an NPC, an encounter, or a social scenario. To an extent, this third element adds concreteness to the world, moderating the whimsy of the DM and the tendentious nature of the players, creating something approaching an even playing field.
5) The DM should strategically adopt an antagonistic stance toward the players. This makes the encounters feel as though the stakes are high. However, the DM should never cheat; the players should never suspect the DM of putting a finger on the scales, as this might incentivize them to cheat as well. Instead, the DM should make it clear that they will use their resources honestly, with integrity, and to the best of their abilities within the reasonable constraints of the enemies' abilities and potential.
6) Finally, the DM should not retcon any awarded treasure or magical items. If a campaign becomes unbalanced due to a mistake, it is better to end the campaign than to retcon. Retconning something that provided the players with a sense of joy risks making future DMing sessions feel unreliable.