DM’s Corner
DM’s Corner
Practical advice, hard-won lessons, and behind-the-screen thinking for Dungeon Masters.

Editor’s Note: Behind the Screen
I don’t believe Dungeon Masters are meant to be invisible referees or flawless storytellers.
At my table, the DM’s job is to build a space where players feel safe to make bold choices, where failure is interesting, and where preparation serves the story instead of strangling it. I value intention over perfection, momentum over minutiae, and player agency over scripted outcomes.
Most of what you’ll find in DM’s Corner comes from running real campaigns with real people, adjusting on the fly, learning from mistakes, and refining what works. Nothing here is meant to be doctrine. It’s a collection of tools, reflections, and lessons you can adapt to your own table.
Run the game you want to play in.
— Scott, Tales & Tankards
Build the game your players will remember.
Welcome Behind the Screen
DM’s Corner is where Tales & Tankards steps out of the tavern and behind the screen.
This space isn’t about rules mastery or chasing perfect encounters. It’s about the craft of running a tabletop roleplaying game: the decisions you make before the session, the pivots you make during play, and the reflections that help you run a better game next time.
Whether you’re preparing for your very first session or refining a long-running campaign, DM’s Corner is built to help you run confident, intentional, player-focused games.
Intention over perfection. Momentum over minutiae. Agency over scripts.
Start Here: So, You Want to DM
If you’re new to the role, or quietly wondering whether you’re doing it “right,” this is your on-ramp.
So, You Want to DM is a practical, experience-driven guide to Dungeon Mastering, written from the perspective of someone actively running multiple campaigns with real players at the table.
Recommended starting point
So, You Want to DM: A Practical Guide
- What to prepare (and what not to)
- How to manage pacing, pressure, and player agency
- How to survive the first few sessions without burning out
- How to grow into your own DMing style over time
What You’ll Find in DM’s Corner
Tablecraft & Session Design
Great sessions aren’t accidents, they’re shaped.
- Opening sessions with momentum
- Managing encounter flow (fight, flee, or foreshadow)
- Using props, pacing, and silence intentionally
- Keeping players engaged without over-prepping
These posts are short, actionable, and designed to be useful at the table, not just in theory.
Lessons from the Campaign
Some of the most valuable DM advice comes after the dice stop rolling.
- Why certain story decisions were made
- What worked (and what didn’t)
- How published adventures were adapted, remixed, or re-structured
- Design intent, player behavior, and long-form storytelling
These pieces aren’t session recaps; they’re reflections on design intent and real-table results.
Who This Is For
DM’s Corner is written for:
- First-time Dungeon Masters looking for footing
- Experienced DMs refining their style
- Story-focused DMs who value player agency
- Anyone who believes the best games are built, not scripted
You don’t need to run games “the right way.”
You just need to run your way, on purpose.
Explore DM’s Corner
Start with the cornerstone guides, then wander:
- Follow a tip that solves a problem you’re having right now
- Read a reflection that mirrors your own table
- Steal a technique and make it your own
That’s how this corner was built — one session at a time.
Start: So, You Want to DM Browse DM Tips
Featured in DM’s Corner

So, You Want to DM, Part 1
Foundations, mindset, and what to focus on first.

12 Ways to Open a Session
Reliable openers that spark momentum and buy you time.

Encounter Pacing: Fight, Flee, or Foreshadow
A practical lens for keeping scenes moving.





































































