Problematic DM Traits

Recognizing and Addressing Problematic DM Traits

  • Signs of Untrustworthy DMs:

    Manipulation or Favoritism:
    A Dungeon Master (DM) is there to facilitate the game for everyone, ensuring that each player has an equal opportunity to enjoy the adventure. DMs should be impartial, providing a fair game for everyone. Favoring certain players or using their role to influence players unfairly is unacceptable. Any form of favoritism, whether it's giving certain players more in-game benefits, resources, or spotlight, is a sign of an unfair experience. A DM should not use their role to control outcomes in a way that benefits specific players at the expense of others. Manipulation may also occur if a DM uses their authority to sway decisions, manipulate character choices, or push players into certain storylines that don't align with their interests. This creates an unbalanced experience and undermines the core values of fairness and fun. A DM holds significant influence over the atmosphere and direction of a game. However, it’s important that they use this power responsibly. DMs should never manipulate players emotionally to get what they want, whether it’s pressuring them to behave a certain way, making them feel guilty about their decisions, or using in-game situations to push personal agendas. For example, threatening to “kill off” a beloved character unless a player behaves in a certain way or guilt-tripping a player into taking a particular action crosses the line. A good DM should maintain a healthy balance of authority, encouraging creativity and expression without coercing players into uncomfortable situations. DMs should not use their authority or in-game situations to pressure or manipulate players outside of the game.

    Lack of Transparency:
    Good communication is the cornerstone of any successful game. A trustworthy DM will be upfront about the game’s expectations, the session structure, and any policies that might impact the players. If a DM is unclear about the rules, how sessions are structured, or what players should expect, it leads to confusion and frustration. Hidden agendas or deceptive behavior, such as changing the game mid-session or withholding critical information from players, can severely damage the trust between the DM and their players. Transparency helps build an open, trusting environment where everyone knows what they’re getting into and can make informed decisions about their participation. A DM should be clear about game expectations, policies, and session plans. Deceptive or unclear intentions can harm the gaming experience.

    Financial Exploitation:
    A paid DM should be upfront about pricing and any associated costs before players commit. If a DM is charging excessive fees or pressuring players for extra payments during or after sessions, that’s a red flag. This includes practices like adding surprise charges for things like "extra content" or "premium perks" without clear communication ahead of time. Additionally, misleading service promises—such as guaranteeing special rewards or experiences in exchange for money that are never delivered—are unethical and exploitative. Players should never feel like they’re being financially taken advantage of, and any cost should be fair, transparent, and agreed upon by both parties. If DMs are charging excessive or hidden fees, using pressure tactics for additional payments, or offering misleading service promises, these should be flagged as unethical.

    Empowering Players to Speak Up:
    A positive gaming experience is built on trust and mutual respect. A good DM ensures that players feel comfortable voicing their concerns, offering feedback, or suggesting changes to the game. No player should feel afraid to speak up if they’re uncomfortable or if something isn’t working for them. Encouraging this level of communication fosters a safe, enjoyable environment where players can fully immerse themselves without fear of judgment or retaliation. Players should feel empowered to voice concerns and to know that leaving a game or group is always an option. A good dm should encourage player’s autonomy without any nefarious intention.

    Knowing When to Walk Away:
    Sometimes, a player may feel that a particular game or group is no longer a good fit for them, and that’s okay. A good DM will respect the player’s decision to leave without making them feel guilty or uncomfortable. There should always be an understanding that players have the autonomy to choose whether they want to continue or step away. This should be a welcoming environment where players feel in control of their experience, and their decision to leave or take a break is respected without any undue pressure.

    By recognizing these traits and maintaining high standards for transparency, fairness, and respect, both players and DMs can ensure a positive, enjoyable experience that everyone can look forward to.

IF YOU ARE THIS TYPE OF DM WE HAD TO WRITE THIS ABOUT YOU NEED IMPROVEMENT!!!