Dungeon master styles, if DMs were D&D classes:

BARBARIAN DM
-Loves combat encounters, but isn’t very creative or strategic
-Focuses on making players feel POWERFUL
-Avoids roleplaying/intrigue encounters.
-Roleplays anger terrifyingly well.
-The best rewards are strong weapons
BARD DM
-Excellent actor. Easily jumps between NPC personalities.
-Intricate stories, strong characters, impactful plot
-Sometimes forgets to give PCs a role in the story
-Focuses on making players feel ENTERTAINED.
-May go several sessions without including a combat encounter.
CLERIC DM
-Plots always involve some sort of conflict between the gods.
-A particular deity almost always serves as a guide or instigates the plot
-Enjoys making the party protect NPCs from harm
-Villains are often necromancers or undead
-Focuses on making players feel IMPORTANT
DRUID DM
-Villains are almost always humanoid
-Most monsters can be defeated without killing them.
-Focuses on making players feel MERCIFUL
-Natural settings are described in more detail and more vividly than other places.
-Harsh repercussions for irresponsible Fireball castings
FIGHTER DM
-Plans campaigns around interesting combat encounters
-Merciless strategist. Players must earn their victories.
-Campaigns often revolve around military campaigns.
-Focuses on making players feel ACCOMPLISHED
-Sometimes forgets about magic when planning encounters.
MONK DM
-Loves tournament arcs
-Campaigns often focus on finding harmony rather than good vs evil
-Loves to take the party’s weapons/magic from them to see how they handle it
-Absolutely stoic. They never reveal what they’re thinking/planning.
-Focuses on making players feel WISE
PALADIN DM
-Campaigns center around a moral conflict.
-Prefers cartoonishly evil villains (black and white morality)
-Focuses on making players feel RIGHTEOUS
-Disappointed when players turn a blind eye to injustice.
-Will take your character/make them an NPC if they turn evil.
RANGER DM
-Heavy emphasis on wilderness and dungeon exploration
-Enemies are usually interesting and dangerous monsters rather than humanoids
-Focuses on making players feel ADVENTUROUS
-Refuses to kill your pets
-Clearly uninterested in urban encounters and political intrigue
ROGUE DM
-Loves to set up traps and ambushes.
-Stealth missions!
-An assumed ally WILL betray the party at some point.
-Cash and jewelry are the best rewards. Go ahead and pry the gold plating from that statue.
-Focuses on making players feel CLEVER
SORCERER DM
-Villains love tossing Fireballs and other flashy spells
-Often plays a charismatic DMPC
-The party WILL encounter a friendly dragon
-Focuses on making players feel EXCITED
-Explosions keep things interesting
WARLOCK DM
-Demon and/or devil worship drives the plot
-WILL tempt the players to sell their souls for power or otherwise tryst with fiends
-The campaign will get very edgy/dark at some point.
-Focuses on making players feel CONFLICTED
-Tries to disillusion noble characters
WIZARD DM
-Encyclopedic knowledge of the rules/rarely looks them up.
-Loves to make the party research/uncover secrets to advance the plot.
-Focuses on making players feel INTELLIGENT
-No better reward than interesting magical artifacts!
-Often underestimates martial characters
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