5 Dungeon Master Secrets to Keep Behind the Screen in D&D

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- It's so tempting to reveal to your D&D players metagame information after the game session is over. What would have happened if? The secret loot they missed. And so on. But the counterintuitive truth is that revealing certain out-of-character information to your players will worsen their game experience and make it far less satisfying. Today's deep dive on this topic will include a rule of thumb for what you should reveal to your players, five things you should never reveal to them, and a note on exceptions to these rules. If the character doesn't know it; the player doesn't know it. This is the rule to rule all rules. Most of the other specific things we're gonna go over follow this single guideline. It's a simple rule, too. If the player's character in the game doesn't know something, then the dungeon master should not tell the player that something. Okay, I know that was a mind-bending deep truth right there, so let's look at five specific things that I think game masters are prone to tell players that they probably shouldn't. These are the things to always keep behind the screen and not tell your players. Number 1: Things they Missed in an Adventure. Loot and secret doors and secret areas are the most common things characters will miss in an adventure. The rationale around sharing this information with players goes something like this, "If they already played through that adventure, there's no harm in telling them what they missed, right?" And you'd be wrong. Let's ignore the fact that players could just then decide to go back later and take another look just in case. Filthy metagamers might attempt that, but not your players. Who knows? It'd be a whole new level of sleaze, but I wouldn't rule it out. Sounds like something I might do in a game if I'm a player. I'd be like, "Yeah, you just told me about the magic item back there. I'm gonna go back and look for it." But there are two other reasons to avoid this. First of all, you might reuse some of that content in a future game. Yes, that's right, fellow dungeon masters: welcome to the world of recycling your unused content for future adventures. The second reason I'll get to in my next point. But first, a shameless plug for this video's amazing sponsor: dScryb! dScryb.com is an awesome resource for game masters who'd like to improve their narrative descriptions and set incredible scenes for their players. Simply type in the name of a monster, a spell, or place and get beautifully written boxed text that you can read or paraphrase to your players. And with dScryb's new Enchanter Academy scenes, you can get that perfect narrative description to complement your new Strixhaven campaign. Check out dScryb at the link below. There are hundreds of free scenes for you to use. And if you decide to unlock everything with a paid subscription, use the discount code THEDMLAIR to get 10% off your first payment. Number 2: What Would Have Happened If... Players love doing this. After the game session they come up to you and are like, "Say, Luke, what would have happened if we had let that goblin go free and try to make a deal with his tribe on our behalf? I mean, I know we murderized him, but would it have worked if we had tried?" My advice to you is to keep your lips sealed when your players approach you with these hypothetical what if questions after a game session. I usually just respond with something like, "I guess you'll never know," while smiling, and my player is like, "Oh crap, come on!" (laughs) Even though your players want to know, it's way more fun for everyone if they don't. And why, might you ask? Luke, Luke, why? I'm melodramatic and over the top at times. I do apologize. You're just gonna have to live with it. You're gonna have to live with the crazy man on the YouTube. Anyway, to this I say, don't underestimate the power of mystery and the unknown. Not knowing drives our curiosity and stokes our imaginations. Some things are better left unknown, and indeed more fun if unknown. Furthermore, not knowing the what ifs for past decisions makes their future decisions that much more interesting and important for players. I don't know how to explain this, really; it's just something I know intuitively. Number 3: If you fudged anything. Never, ever, ever reveal fudging of any type to your players. Let's say you were fudging your dice rolls behind the screen to avoid a TPK. Nobody's ever done that before, have they? Or you allowed their solution to the riddle to work even though it wasn't the correct answer. Here's the problem with your players knowing that you're doing this: it demeans player agency and tells them that their choices and actions don't matter in the game. It doesn't matter that you all picked a fight with an ancient black dragon; your dungeon master made sure you won regardless. It doesn't matter that you gave the wrong answer; your DM's got your back. When your players know that you are fudging things to affect outcomes, and especially if it's to tell the story you wanna tell, it can straight-up ruin the game experience for them. They'll know that your world is not a living, breathing world where their choices matter; instead, it's a highly curated world where you simply decide what will happen when and your players are powerless to affect it. I've discussed in prior videos the importance of player agency and making their choices meaningful, so I won't belabor the point. But what I will do is give you a better solution than not telling them that you're fudging things: stop fudging things, mostly. He's yelling at me. Don't fudge things mostly. Luke, I don't know. (splutters) All right, calm down. Let's just calm down. (laughs) In my games, my dice rolls are public except for specific ones, such as death saving throws, that I intentionally hide for very specific reasons. I want my players to see the dice. I want them to know that I'm not changing things behind the screen. For the record, I never fudge death saving throws, but I sometimes do fudge other dice rolls that don't have a discernible impact on outcomes and don't affect player agency, such as rolling for random encounters, let's say. Sometimes you need a random encounter or another random encounter is the last thing you need. Believe me, I have been in game sessions where by the luck of the dice, we've rolled up random encounter after random encounter after random encounter, and it's not that fun. By the way, if you're enjoying this video, give me a thumbs up and leave a comment for the algorithm down below. Let YouTube know what you like on your nachos. And, you know, that I don't completely suck. Nachos. (nachos whooshing) (nachos crunching) Number 4: Monsters Stats. Yeah, don't share these with your players. I go so far as to not even share the real name of the monster with my players, unless it was obvious. All it does is ruin the mystery of things. There is zero benefit in telling your players after the game session the stats of the monsters they fought. Okay, I get that it's satisfying in the moment and during your post-game debrief where everyone is standing around talking about the game session. I get that; I do. But you'd be trading a brief momentary gain for a long-term loss, in my opinion. Instead, allow your players to experience the mystery and suspense of not knowing what the crap that crazy thing they fought was or everything that it was capable of. Number 5: What You Planned vs. What You Improvised. Dear fellow game masters, guard this information closely. Never reveal it to your players. Don't let them see what the wizard does behind the curtain. It's far better for your players to believe that everything was prepared in advance and that the world is what the world is before they come into contact with it. That cave full of gremlins existed before they decided to walk into the cave. Those gremlins have been there for years, working their nasty alchemy business. It was fortuitous that the characters found and stopped them when they did. Let your players believe that. Let them feel proud that they decided to wander into that random cave just in time. If you tell them after the game session that you made it all up on the spot, you are cheapening the game experience for them. Everything they did to stop those gremlins now loses its flavor and excitement because they know that if they hadn't walked into that cave, nothing would have happened, 'cause those gremlins didn't really exist. They didn't really exist. Again, this has to do in part with player agency and their choices mattering. But it also has to do with suspension of disbelief. You want your players to believe that the world is what the world is, and that there isn't a wizard behind the curtain creating everything. When you tell them that you improvised anything on the spot, you shatter that suspension of disbelief. Exceptions to These Rules. I rarely break these do not share rules, but when I do, it's almost always for the sake of maintaining the peace, so to speak. And what I mean by this is that if a disagreement arises at the game table and revealing something behind the screen is the best way to resolve it, I will do so. For instance, if my players are upset that a flying monster is coming close, attacking, and flying away, but they don't get an opportunity attack, I might say something like this: "Some monsters have abilities that get around opportunity attacks." Or I might just straight-up say that it has the Flyby Attack feature. And honestly, this is probably the only exception I make to rolling back the dungeon master screen. If it's not to maintain the peace, I simply avoid sharing out-of-character information with my players. Click on the screen now to binge another fine DM Lair video or to become a DM Lair Patron, get Lair Magazine, and play D&D with me as your dungeon master. And until next time, long live cheesy nachos!
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Channel: the DM Lair
Views: 346,141
Rating: undefined out of 5
Keywords: d&d, d&d 5e, dnd, dnd 5e, dnd 5th edition, dungeons and dragons, dungeons & dragons, rpg, role-playing game, roleplaying game, dungeon master tips, DM tips, dungeon master advice, DM advice, the dm lair, luke hart, dungeon master secrets, dm secrets to not share with D&D players, dnd behind the screen, don't share these secrets with D&D players, dnd metagame information, dnd metagame, dnd secrets
Id: G6MeDSDOt9Q
Channel Id: undefined
Length: 10min 1sec (601 seconds)
Published: Tue Jan 11 2022
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