DragonLance Saga

DM101: What Makes a Session Fun?


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Welcome to Dungeon Mastering 101, my Dungeon Mastering course based on over 30 years of experience. In this series I will share my failures and successes and the lessons learned along the way. In this episode, I will cover Core Foundations: What Makes a Session Fun?

https://youtube.com/live/s0Zt6WK6zZA
Show Notes:
Intro

Welcome to another DragonLance Saga, Dungeon Mastering 101 episode! It is Palast, Newkolt the 26th. My name is Adam, and today I am continuing my Dragonlance Gaming series all about Dungeon Mastering. You can run a session where everything goes right on paper…and still walk away thinking, Why did that feel flat? Fun isn’t about perfect rules calls. It’s not about clever plot twists. And it’s definitely not about doing voices. Fun is about how players feel in the moment. This is Dungeon Mastering 101, and today we’re breaking down what actually makes a session fun — and how to recognize it while it’s happening.

Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance media and get $10 by signing up to StartPlaying.Games, using my affiliate links. All links are in the description below.

Discussion
Segment 1 — Fun Is Psychological, Not Mechanical

New Dungeon Masters often chase content. More encounters. More NPCs. More lore. But fun doesn’t come from quantity — it comes from engagement. Players feel engaged when:

  • they anticipate what’s coming
  • their choices matter
  • the tension rises and falls naturally
  • If you understand the psychology behind that, you can make almost any session fun — even when things go off the rails.

    Segment 2 — Tension: The Engine of Fun

    Tension is the fuel that drives engagement. Not stress — uncertainty. Players lean forward when they don’t know:

    • if a plan will work
    • what an NPC will say
    • whether the fight will turn
    • How to create tension:

      • Ask questions instead of giving answers
      • Delay outcomes just long enough to matter
      • Put something at risk — time, resources, reputation
      • If nothing is uncertain, nothing is exciting.

        Segment 3 — Anticipation: Letting the Moment Breathe

        Anticipation is tension stretched over time. Players love:

        • doors they haven’t opened yet
        • secrets hinted at but not revealed
        • threats they know are coming
        • How to use anticipation:

          • Foreshadow dangers
          • End scenes just before resolution
          • Let players speculate out loud
          • If players are theorizing between turns, you’re doing it right.

            Segment 4 — Stakes: Why This Moment Matters

            Stakes answer the question: “Why should I care?” Stakes don’t have to be lethal. They just have to be meaningful. Examples of stakes:

            • a trusted NPC’s reputation
            • a character’s belief or value
            • losing time or opportunity
            • Tip for new DMs: If players don’t react emotionally, the stakes aren’t clear enough. Say them out loud.

              Segment 5 — Autonomy: Let Players Drive

              Players have fun when they feel in control. Autonomy means:

              • meaningful choices
              • multiple valid solutions
              • freedom to fail forward
              • How to support autonomy:

                • Avoid “correct” answers
                • Let plans succeed imperfectly
                • React to player ideas instead of redirecting them
                • When players feel railroaded, fun collapses — even if the story is good.

                  Segment 6 — Spotlight Sharing: Everyone Gets a Turn

                  Fun dies when someone disappears for too long. Spotlight sharing is not equal time — it’s intentional attention. How to manage spotlight:

                  • Rotate focus naturally between players
                  • Ask quiet players direct but gentle questions
                  • Let loud players shine, then move on
                  • A simple DM habit: Ask yourself, Who hasn’t mattered in the last 10 minutes?

                    Segment 7 — Pacing: The Rhythm of a Session

                    Every good session has rhythm. Fast moments:

                    • combat
                    • arguments
                    • escapes
                    • Slow moments:

                      • reflection
                      • roleplay
                      • discovery
                      • Problems happen when pacing gets stuck. How to fix pacing mid-session:

                        • Speed up by summarizing
                        • Slow down by zooming in
                        • Cut scenes early if energy drops
                        • You are conducting, not controlling.

                          Segment 8 — Reading the Room

                          This is the skill that separates good DMs from great ones. Signs players are engaged:

                          • leaning forward
                          • interrupting with ideas
                          • talking in character
                          • Signs energy is dropping:

                            • phones appear
                            • silence stretches
                            • rules questions increase
                            • When you see it:

                              • change the scene
                              • introduce a decision
                              • raise or release tension
                              • You don’t need to know why — you just need to respond.

                                Segment 9 — The DM101 Mindset Shift

                                Here’s the mindset that makes this manageable: You are not responsible for being entertaining. You are responsible for facilitating engagement. That means:

                                • watching reactions
                                • adjusting in real time
                                • letting go of prep when needed
                                • A fun session is a conversation — not a performance.

                                  Closing Takeaway

                                  Fun is not accidental. It’s built from:

                                  • tension
                                  • anticipation
                                  • meaningful stakes
                                  • player autonomy
                                  • shared spotlight
                                  • thoughtful pacing
                                  • And above all, attention. If you can read the room and respond honestly,  your sessions will feel alive — even when nothing goes as planned.

                                    Outro

                                    And that’s it for this episode of Dungeon Mastering 101, Core Foundations: What Makes a Session Fun? Do you have any tips or tricks based on your experience as a player or Dungeon Master? Was I off base on any of my suggestions? Feel free to email me at [email protected] or leave a comment below. 

                                    Thank you for tuning in. Don’t forget to like and subscribe to this channel, ring the bell, and you can support this channel by becoming a Patron on Patreon, a Member of this YouTube channel, and you can pick up Dragonlance Gaming materials, using my affiliate link. All links are in the description below. Thank you Creator Patron Aaron Hardy, Producer Patron Azrael, Developer Patrons Chris Androu & Sam Ruiz, and all of the YouTube Members!

                                    This channel is all about celebrating the wonderful world of the Dragonlance Saga, and I hope you will join me in the celebration. Thank you for watching, this has been Adam with DragonLance Saga and until next time Slàinte mhath (slan-ge-var).

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