The Absolute “Must Haves” of D&D

Christian Malleck
Aug 23, 2017 · 4 min read

There are so many tips online about how to be really good at DMing or how to make your game extra creative, but I want to use at least one of my posts to discuss the absolute “must-haves” of D&D. There are tiers to this, which I will break down, but in my experience playing several versions of the game, and having played in one-shots as well as year long campaigns, I have a good idea about what is needed for games to be good. I will divide these things into what’s needed to be in a game with players who have never played before, what’s needed in a single session regardless of player experience level, and what is necessary in an ongoing campaign. I would absolutely love any comments you have to leave on this post!

Things all new players need to see in their first game: I have made a one shot adventure that I run new players through, because I believe that there are certain parts of the game that need to be showcased right away to give a good gaming experience.

  • Multiple skill checks: The players need to have the chance to try and achieve things using their different skills with different bonuses. This is the most easy feature to include in all of D&D.
  • Saving throws: At least one, but ideally 2 different kinds. This gets the players used to a game mechanic that is very similar to skills, but different.
  • Combat: Even if it’s just one, and even if it’s short. I understand that some campaigns can go months without combat if the story is built that way, but I think every new player should see how this works.
  • Definitive and meaningful choice: At some point, the player should have to make a decision for their character that has a noticeable consequence. It should be the kind of choice that almost pauses the game while they hear/consider both options.
  • A puzzle and a trap: Even if it’s a puzzle that triggers a trap when the wrong solution is provided. Both are very common features that players should learn to expect.

Things that should be in every single game: These will be a bit more obvious, but it’s still something that a DM can think about when planning a session, or finding areas that they can improve.

  • Inter-party discussion: Something should come up where the characters talk to each other. This for me really represents how much I think it’s a bad idea to split the party for more than a session, especially to have one person off on their own.
  • Dice rolling: Sometimes your game session does not require a skill check, saving throw, or combat, but while this is interesting for roleplaying, it may be a warning sign that you’re controlling things too much as a DM. I believe that dice are a key part of D&D and should be used to make decisions on success or failure more often than the DM does on their own. The reason we spend time filling in stats and calculating bonuses is because the system is only running properly when the dice are being used to drive the story. Remember, you’re playing a game, not just making up a story for your players.
  • Input from every player: It’s important that a DM recognize that, although this is a team game, each player is taking their own time to be here and be a part of the session. If someone isn’t talking or participating, be sure to draw them in; ask them questions, or include events that tie in with their character’s motivations.
  • Character or story development: If you’re running a game session that does not tie in with an overarching story, then you have to build the game to involve some character development. Give them a moral quandary, or have them choose a path that affects more than just themselves. Every session should have meaning.

Things that should be in every campaign: These are the things that might not come up in a one-shot but need to be present for a successful campaign to last.

  • Backstory: Every character should have at least a small one, and the DM should tie in every single one at some point. These are aspects of the game that really draw people in and give them the spotlight.
  • Multiple quest lines: One of my early posts talked about how players need to be able to step away from a single big storyline. I won’t go into more detail here.
  • Character continuity: Players need to be making sure that their character decisions make sense, because you’re all weaving a much more lasting story. If players do something unexpected, don’t restrict their choices, but ask them to explain their reasoning so everyone is on board.
  • Collaboration with players: This one, to me, means that the players choose a major path at some point. For example, in a game I was playing, after finishing a villain we had been chasing, my character decided that they would become famous by hunting down and killing a pirate. We, as a party, indicated to the DM where we wanted to go, and he built the story to accommodate that. This is a kind of involvement that is crucial for long-term buy-in.
  • Story twist: Every good story needs to have something unexpected happen; bring back an old character, reference a previous campaign, or give them something they wouldn’t expect at their level. Excite players to keep them coming back.
  • Consistent game sessions: An ongoing story will fall apart if there is too much time in between sessions or if games consistently get cancelled. I don’t invest too much of my time in a game until I know that I have pretty solid time commitment from all players.

)

Christian Malleck

Written by

I’m a Dungeon Master. I’ve learned by trying every game I can get my hands on. These are the lessons other DMs aren’t sharing, kept short and simple.

Welcome to a place where words matter. On Medium, smart voices and original ideas take center stage - with no ads in sight. Watch
Follow all the topics you care about, and we’ll deliver the best stories for you to your homepage and inbox. Explore
Get unlimited access to the best stories on Medium — and support writers while you’re at it. Just $5/month. Upgrade