My goal as a DM is to operate right at the intersection of the rock-tumbled advice from Part One to run a game with heart that’s hopefully well executed and doesn’t contain anything that the players won’t be able to excuse or forgive, leading them to walk out.

The more games I have been a part of, both as a player and a DM, the more I find it requires a few foundational tenets in place to build a successful long-term campaign upon. They are simply:

  • Vet the group.
  • Know the group well.
  • Know yourself well.

If and when those three things are established, the work then begins to set expectations, boundaries, and standards for the game and players. This is something that needs to be done not just in the first group session, but continually. After all, this isn’t just a game we’re playing; this is active social dynamics with people from different social circles I love, coming together to have fun and support me in playing this silly game that I care about. Realistically, the moment cooperative respect is lost and replaced by frustration and resentment, it will snowball out of control if it’s not dealt with.

That’s not a good time for me as a DM or friend to any of the people involved. I hate to say I have witnessed it tear apart valuable and supportive friendships. It can happen again, and it can happen to you. Assuming you love your friends and your game, I cannot emphasize enough the need to move with love, caution, and concern, in a swift and proactive manner. The effort and stress doing that may cause you is very well worth preventing the pain and negativity that will come otherwise.

So how can we be sure we’re executing the foundation well?