Lesson 33
What Are the Biggest Fears New DMs Have — and How Do I Overcome Them?
The Real Monsters Every First-Time Dungeon Master Faces
Becoming a Dungeon Master in Dungeons & Dragons is exciting… but it can also feel terrifying.
Not because of dragons, demons, or cursed artifacts.
But because of the doubts that creep in before your first session:
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“What if I mess up the rules?”
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“What if the players get bored?”
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“What if I forget everything I prepared?”
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“What if the players do something I didn’t expect?”
These worries are extremely common. Almost every DM—no matter how experienced—felt them at some point.
The good news is that these fears are normal, and they’re much easier to overcome than you might think.
Let’s look at the biggest ones.
1. Fear: “I Don’t Know the Rules Well Enough”
This is the most common fear among new Dungeon Masters.
You might feel like you need to memorize the entire rulebook before you can run a game.
The Reality
Even experienced DMs don’t know every rule.
Rules get looked up during sessions all the time.
The only things you really need to know are the basics:
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roll a d20 for uncertain outcomes
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add modifiers
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compare results to a difficulty or Armor Class
Everything else can be checked when needed.
How to Overcome It
Focus on learning the core mechanics, not every detail.
If a rule question appears during play, you can say:
“For now we’ll rule it this way so the game keeps moving.”
Then check the official rule later.
Keeping the story moving is more important than perfect accuracy.
2. Fear: “What If the Players Do Something I Didn’t Prepare For?”
Here’s an important truth about D&D:
Players will always do unexpected things.
They might:
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ally with the villain
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adopt the goblin you meant them to fight
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ignore the dungeon entirely
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investigate something you invented as a throwaway detail
This is not a problem.
It’s actually part of the magic of the game.
How to Overcome It
Don’t try to prepare every possible outcome.
Instead, prepare situations, not scripts.
For example:
Instead of planning:
“The players will fight the bandits.”
Prepare:
“There are bandits guarding the road. They want money and supplies.”
Now the players might:
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fight them
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negotiate
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sneak past them
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trick them
And you can respond naturally.
3. Fear: “What If the Players Don’t Like My Story?”
Many new DMs worry their adventure won’t be exciting enough.
Maybe the mystery feels simple.
Maybe the villain seems predictable.
Maybe the dungeon feels small.
The Reality
Players rarely expect a perfect epic story.
What they enjoy most is interacting with the world.
Even simple adventures can become memorable because of player decisions.
A basic goblin cave might turn into:
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a rescue mission
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a negotiation
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a revenge story
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a long-running rivalry with a goblin leader
How to Overcome It
Focus on creating interesting situations.
The players will help turn them into stories.
D&D is collaborative storytelling, not a solo performance.
4. Fear: “What If I Freeze or Forget What to Say?”
Describing scenes and NPCs can feel intimidating at first.
You might worry about running out of words or feeling awkward.
The Reality
Descriptions don’t need to be elaborate.
Even simple narration works well.
Example:
“The room smells damp, and old crates are stacked against the walls.”
That’s enough to spark curiosity.
How to Overcome It
Use the three-sense trick when describing places:
Mention:
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something the characters see
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something they hear
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something they smell or feel
Example:
“The tunnel slopes downward. You hear dripping water, and the air smells like wet stone.”
Short descriptions are powerful.
5. Fear: “What If I Make a Bad Decision?”
Sometimes DMs worry that a ruling or story choice might ruin the game.
But the truth is that D&D is very forgiving.
If something doesn’t work perfectly, the group simply adjusts next time.
How to Overcome It
Remember that the game is flexible.
If a rule decision turns out to be wrong, you can say:
“Next time we’ll handle it differently.”
Most players understand and appreciate that.
6. Fear: “What If My Players Know More Than I Do?”
Many new DMs run games for players who already understand the rules.
That can feel intimidating.
The Reality
Experienced players usually want the game to succeed.
They often help by:
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explaining rules
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reminding the group about mechanics
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supporting the DM
How to Overcome It
Treat rules knowledge as a team effort.
You can say:
“If I forget something, feel free to remind me.”
Most players are happy to help.
7. Fear: “What If the Game Isn’t Fun?”
At the heart of every DM’s worries is one big question:
“What if the session isn’t enjoyable?”
But remember something important.
Players show up because they want to explore a fantasy world together.
Even if the session is a little messy, people usually have fun simply because they’re playing the game.
How to Overcome It
Focus on three simple goals:
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give players choices
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create interesting challenges
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keep the game moving
If those things happen, fun usually follows naturally.
The Secret Truth About DMing
The fears new Dungeon Masters have are completely normal.
But something interesting happens after your first few sessions.
You start to realize:
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mistakes don’t ruin the game
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players enjoy surprises
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the story grows naturally
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you get better every time you run a session
The fear slowly fades, replaced by excitement.
Final Wisdom from the DM’s Chair
The biggest obstacle for most new Dungeon Masters isn’t monsters, rules, or preparation.
It’s simply the fear of starting.
But the moment you begin describing the world and your players start asking questions, something incredible happens.
The table comes alive.
Ideas start flowing.
Dice start rolling.
And suddenly the fear disappears…
Because the adventure has begun.
What Kind of Story Do I Want to Tell? (And Do I Need a Story at All?)
A Dungeon Master’s Guide to Storytelling Without Writing a Novel
When someone first becomes a Dungeon Master in Dungeons & Dragons, a common worry appears almost immediately:
“I need to come up with a great story.”
Suddenly it feels like you’re expected to invent an epic fantasy saga with complex characters, plot twists, ancient prophecies, and emotional drama.
But here’s a secret many experienced DMs eventually discover:
You don’t actually need a full story before the game begins.
In fact, some of the best D&D campaigns start with nothing more than a situation.
The story appears naturally as the players interact with the world.
Let’s explore how this works.
1. D&D Stories Are Different From Books
When writing a book, the author controls everything:
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the characters
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the events
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the ending
But D&D works differently.
In D&D:
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the DM creates the world and situations
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the players control the heroes
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the dice introduce unpredictability
This means the story cannot be fully planned ahead of time.
Instead, it emerges during play.
The DM provides the starting spark.
The players and dice help create the rest.
2. Start With a Situation, Not a Plot
Instead of writing a full story, try starting with a simple situation.
For example:
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Goblins are attacking caravans near a village.
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A noble hires the party to investigate a haunted tower.
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A mysterious illness is spreading through the city.
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A dragon has awakened in the mountains.
None of these are full stories yet.
They’re problems.
And problems naturally invite solutions.
Once the players start interacting with the situation, the story begins to develop.
3. The Players Help Create the Story
One of the most magical parts of D&D is that the players contribute to the story.
Their decisions shape what happens next.
For example:
The party might investigate a ruined temple.
But their choices could turn that situation into many different stories:
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a battle against cultists
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a negotiation with ancient spirits
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a race against rival adventurers
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a mystery involving forgotten gods
The DM provides the stage.
The players help write the script.
4. Choose the Tone of Your Adventure
Even if you don’t write a full plot, it helps to think about the tone of the campaign.
Different groups enjoy different styles of storytelling.
Some common tones include:
Heroic Fantasy
Brave adventurers protecting the innocent and defeating evil.
Classic quest stories often fall into this category.
Dark Fantasy
Dangerous worlds where survival is uncertain and villains may win.
Stories feel more mysterious and tense.
Exploration and Discovery
The focus is on exploring unknown places, uncovering ancient secrets, and mapping the world.
Comedy and Chaos
Some groups lean into the absurd side of adventuring.
Strange situations and ridiculous plans often dominate the story.
The tone helps guide your decisions as a DM.
But it doesn’t lock you into a rigid story.
5. Villains and Goals Create Natural Stories
One easy way to create a strong campaign foundation is by introducing a villain with a clear goal.
For example:
A necromancer wants to raise an undead army.
A corrupt noble wants to seize control of a kingdom.
A cult is trying to awaken an ancient monster.
These motivations create natural tension.
The players become the heroes trying to stop these plans.
From that point forward, the story develops through the conflict between both sides.
6. The Story Evolves Session by Session
One of the best approaches for a new DM is to think about the story one session at a time.
You don’t need to plan the entire campaign immediately.
Instead, prepare the next step in the adventure.
For example:
Session 1:
The party investigates missing villagers.
Session 2:
They discover the villagers were taken by creatures from an underground ruin.
Session 3:
They explore the ruin and uncover a hidden cult.
Session 4:
They learn the cult is serving a powerful demon.
Notice something important here.
The story grows naturally as the players uncover new information.
7. Unexpected Moments Create the Best Stories
Even if you prepare carefully, some of the most memorable story moments will come from unexpected player actions.
For example:
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The players befriend an enemy NPC.
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A joke character becomes an important ally.
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A failed dice roll leads to a dramatic disaster.
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The party accidentally releases a powerful creature.
These moments are impossible to plan.
But they often become the most exciting parts of the campaign.
8. The Story Belongs to Everyone
One important mindset for a DM is remembering that the story isn’t yours alone.
It belongs to the entire table.
You provide the world and the challenges.
The players provide the heroes and their choices.
Together, you create something none of you could have written individually.
A Simple Story Formula
If you want an easy starting point for a campaign, try this formula:
1. A problem appears.
Example: monsters are attacking travelers.
2. The players investigate.
They search for clues and explore locations.
3. They discover the cause.
Maybe a villain, curse, or ancient artifact.
4. They decide how to solve it.
Fight, negotiate, destroy, or outsmart the threat.
That simple structure can support entire adventures.
Final Wisdom from the Storyteller’s Chair
You don’t need to write an epic fantasy novel before your first session.
You just need a world with mysteries, dangers, and opportunities.
Once the players step into that world, the story will begin to grow naturally.
Because the most powerful stories in Dungeons & Dragons are not the ones the DM writes alone.
They’re the ones that appear when a group of adventurers asks the same question:
“What happens if we try this?”