Chapter VI · Behind the Screen · Dungeon Master's Guide

The Dungeon Master's Craft

Running sessions, knowing your players, building encounters and pacing an adventure.


Running a Session

  • Agree on table expectations and safety tools before the first game.
  • Open with a strong hook and a clear goal.
  • Describe with the senses — sound, smell and light — not only sight.
  • Say "yes, and…" or "yes, but…" to player ideas whenever you can.
  • End on a cliffhanger or a satisfying beat, and note threads for next time.

Building Encounters

Pick a difficulty, look up the XP per character for the party's level, multiply by the number of characters, then spend that budget on monsters without going over. Low encounters have a scary moment or two, Moderate ones could go badly without healing, and High ones could kill a character.

Party levelLow (per PC)Moderate (per PC)High (per PC)
15075100
2100150200
3150225400
4250375500
55007501,100
66001,0001,400
77501,3001,700
81,0001,7002,100
91,3002,0002,600
101,6002,3003,100
111,9002,9004,100
122,2003,7004,700
132,6004,2005,400
142,9004,9006,200
153,3005,4007,800
163,8006,1009,800
174,5007,20011,700
185,0008,70014,200
195,50010,70017,200
206,40013,20022,000

Example: a Moderate fight for five level 3 characters has a budget of 225 × 5 = 1,125 XP.

Adventure Structure

  • Hook — why should the characters care?
  • Rising action — locations, clues and complications.
  • Climax — the decisive confrontation or choice.
  • Resolution — rewards, consequences and new threads.