When People Disagree — Lessons from Leadership and the DM’s Chair

an orc and a wizard shouting at each other in disagreement

No matter how experienced you are, there’s one truth every leader (and every Dungeon Master) has to face: people won’t always agree with you. It might be a team member who challenges a decision you’ve made, or a player who doesn’t like the way a campaign is going. Disagreement is inevitable — but it isn’t necessarily a bad thing. In fact, learning how to handle it well is one of the most important skills a leader or DM can develop.

Of course, the goal isn’t to avoid disagreement. It’s to create an environment at work or at the gaming table, where people can disagree safely and constructively, without damaging trust or momentum.

Let’s look at how that plays out in both leadership and Dungeons & Dragons.

Leadership: Turning Disagreement into Growth

When someone disagrees with you as a leader, your instinct might be to defend your decision or to convince them you’re right. After all, you’ve probably spent time thinking through your reasoning and believe it’s the best course.

But disagreement isn’t opposition — it’s information. It’s a sign that someone cares enough to speak up, and that’s worth paying attention to.

Good leaders understand that healthy conflict strengthens teams. It surfaces blind spots, tests assumptions, and builds buy-in when handled respectfully. The key is to stay curious instead of defensive.

Some things to consider when someone disagrees:

  • Pause and listen. Don’t rush to explain. Let them talk, and make sure they feel heard.
  • Seek to understand the “why.” Is it about the decision itself, the process, or how it impacts them personally?
  • Acknowledge what’s valid. You don’t have to agree entirely to recognise a good point.
  • Decide and explain. If you still believe your decision is right, explain your reasoning transparently. People can handle “no” much better than silence or inconsistency.

Handled this way, disagreement becomes part of a healthy culture of trust — where people feel safe to challenge ideas without fear of reprisal. That’s the kind of culture where real innovation happens.

At the D&D Table: Disagreement Behind the Screen

If you’ve ever been a DM, you’ll know that players disagree with you from time to time — and that’s okay. It might be about how a rule is interpreted, a story decision, or a choice you’ve made for an NPC.

Just like in leadership, how you respond sets the tone.

A defensive DM can make players feel shut down. But a DM who listens, stays open, and keeps the focus on shared fun can turn disagreement into collaboration.

Here are a few ways to keep things healthy when conflict arises at the table:

  • Remember the goal: shared enjoyment. The rules and the story are tools to help everyone have fun — not weapons to win arguments.
  • Listen before ruling. Let players make their case. Sometimes they’re right, or at least have a fair point you hadn’t considered.
  • Make a call, but explain it. The DM’s decision is final in the moment, but explaining your reasoning builds trust.
  • Revisit later if needed. If something still feels unresolved, talk about it after the session when emotions have cooled.

I’m very collaborative as a DM and if someone questions a ruling we discuss it openly at the table. If it’s going to slow down gameplay, I sometimes make a ruling at the time with the proviso that we look up what we need to after the session and make a decision then.

Common Ground: Leadership and DMing

The parallels between leadership and being a DM are striking when it comes to handling disagreement. Both roles put you in a position of authority, but both work best when that authority is rooted in trust, not control.

In both spaces:

  • Disagreement shows engagement — people care enough to speak up.
  • Listening builds credibility far more than arguing.
  • Transparency about your reasoning helps others understand and respect your decisions.
  • Humility — admitting when you got it wrong — earns lasting respect.

Disagreement handled well doesn’t weaken your authority. It strengthens it. It shows confidence, empathy, and maturity.

The Takeaway

Whether you’re leading a project team or running a D&D campaign, disagreement is part of the journey. It can be uncomfortable, sure — but it’s also where growth happens.

As a leader, your job isn’t to eliminate conflict, but to model how to handle it well. As a DM, your goal isn’t to control every outcome, but to guide the story collaboratively.

In both cases, the secret is simple: listen deeply, decide clearly, and care genuinely. When people see that you value their input — even when you disagree — they’re far more likely to trust your leadership and follow your lead into the next big adventure.

Because whether it’s in the boardroom or at the gaming table, leadership isn’t about always being right. It’s about creating the kind of space where everyone feels they belong, even when they don’t all agree.

Live First, Dungeon Master Better

whitewater rafting in close up

In a podcast interview that I listened to years ago, Ed Greenwood (creator of forgotten Realms) dropped a deceptively simple truth about being a great Dungeon Master that has stayed with me ever since. To paraphrase: you have to experience life.

Not read more rulebooks. Not collect more minis. Not memorise another setting sourcebook.

Experience life.

He talked about travelling the world. Riding horses bareback. Firing a bow and arrow. Feeling wind, fear, exhaustion and exhilaration. The things that leave marks on your body and stories in your bones. Those experiences, Greenwood suggested, are what let you portray strange worlds and extraordinary moments at the tabletop with authenticity.

The longer I’ve run D&D, the more I’ve realised how right he is.

Ed Greenwood, creator of Forgotten Realms

Reality Is the Best Sourcebook

Fantasy worlds feel real when they’re grounded in the senses. The crunch of gravel under boots. The way cold creeps into your joints. The smell of stagnant water that makes you hesitate before stepping forward. These aren’t things you invent from nothing. They’re memories, lightly disguised.

I’ve climbed mountains and know what it’s like to tiredly trudge through snow. I’ve hiked through terrain so beautiful it makes you slow down just to stare. I’ve rafted and canoed down rough rivers where the line between control and chaos is a single bad decision. I’ve camped next to mosquito riddled swamps and explored ancient castles. I’ve ridden a profoundly uncomfortable horse and learned exactly how long “a short ride” can feel.

Every one of those moments has shown up at my table. Not as a literal retelling, but as texture.

When players trudge through a flooded jungle, I know how heavy wet clothes feel after hours. When they’re exhausted after a forced march, I know how decision-making degrades when you’re tired, sore, and hungry. When they hesitate at a raging river crossing, I remember how loud fast water really is, and how small it makes you feel.

Culture, Conflict, and Perspective

Travel does more than provide scenery. It shifts perspective.

Exploring different countries and cultures teaches you that there is never just one way to do things. Customs that seem strange at first make perfect sense once you understand the values behind them. That lesson is gold for worldbuilding. Suddenly your fantasy cultures stop being “humans but with hats” and start feeling internally consistent, even when they’re alien.

Joining the army reserves taught me something else entirely: how groups function under pressure. How authority feels from the inside. How boredom, fear, camaraderie, and dark humour coexist. That experience reshaped how I run military orders, mercenary companies, and disciplined enemies. It also changed how I portray leadership, loyalty, and the cost of following orders.

Again, not as autobiography. But as understanding the essence of situations.

Experience Creates Empathy

The more life you live, the easier it becomes to inhabit other perspectives. You’ve been cold, scared, lost, uncomfortable, elated, overwhelmed. That emotional library lets you respond to player choices in ways that feel human, even when the NPC isn’t.

A terrified goblin negotiates differently if you remember fear.
A weary guard sounds different if you’ve pulled a long watch.
A triumphant victory rings truer if you know what hard-earned success feels like.

Players sense that difference. They might not articulate it, but they feel it. The world reacts in ways that make sense because it’s been filtered through lived experience rather than pure imagination.

The Invitation

This isn’t a call to quit your job and backpack across the world, though if you can, fantastic. It’s a reminder that inspiration isn’t confined to your desk, your bookshelf, or your VTT assets folder.

Get out there and experience life.

Try things that are mildly uncomfortable. Learn a skill you’re bad at. Travel somewhere unfamiliar, even if it’s just a few hours away. Spend a night outside. Talk to people whose lives look nothing like yours. Pay attention to how it feels to be tired, excited, nervous, and out of your depth.

Then bring that back to the table.

Your worlds will feel stranger, richer, and more believable not because you imagined harder, but because you lived more. And in the end, that might be the most powerful DM tool of all.

How to Play Dungeons & Dragons 5th Edition: A Beginner’s Guide

How to play dungeons and dragons

Of course, I talk about Dungeons and Dragons a lot on this blog. But to someone who has never played it doesn’t necessarily make a lot of sense. Perhaps you’ve heard the stories. Brave adventurers. Dangerous dungeons. Dragons that blot out the sun. But how does it work? We’ll look at how to play Dungeons & Dragons, in particular 5th Edition (5e), the most popular version of the game.

This guide walks you through the basics so you can jump into your first adventure with confidence.

What is Dungeons & Dragons?

Dungeons & Dragons (D&D) is a tabletop role-playing game where players work together to tell a fantasy story.

One player, the Dungeon Master (DM), describes the world, controls monsters and non-player characters, and sets challenges. The rest of the players create characters—heroes that explore, solve problems, fight enemies, and shape the story through their choices.

Instead of a board or video game controller, you use:

  • Your imagination
  • A character sheet
  • A set of dice
  • A lot of conversation

There’s no “winning” or “losing” in the traditional sense. The goal is to create an exciting story together.

Dice are essential, the other things not so much.

What You Need to Play

To get started with D&D 5e, you’ll need just a few things:

  • Players: Usually 3–6 people (plus a DM)
  • Dice: A set of polyhedral dice (d4, d6, d8, d10, d12, and d20)
  • Character sheet: Either printed or digital
  • Rulebook access: The Player’s Handbook or basic rules online
  • Something to write with – a pencil and eraser are best, there’s always something to change
  • Snacks (strongly recommended)

Some groups use maps and miniatures, while others prefer “theatre of the mind” where everything happens through description.

Step 1: Creating a Character

Your character is your alter ego and avatar in the world of D&D. They might be a noble paladin, a sneaky rogue, a powerful wizard, or anything in between.

To create one, you’ll choose:

1. A Species
This is your character’s fantasy species (such as Human, Elf, Dwarf, Halfling, Dragonborn, etc). Each one gives you special abilities and traits.

2. A Class
This defines what your character does:

  • Fighters and Barbarians excel in combat
  • Wizards and Sorcerers use magic
  • Rogues rely on stealth and precision
  • Clerics and Paladins draw power from faith
  • Bards, Rangers and others fill versatile roles

3. Ability Scores
There are six core abilities:

  • Strength (physical power)
  • Dexterity (speed and agility)
  • Constitution (endurance)
  • Intelligence (reasoning and memory)
  • Wisdom (perception and insight)
  • Charisma (force of personality)

These scores influence how good your character is at different tasks.

4. Background & Personality
These aren’t stats but let you begin shaping who your character is and how they might react to the world. Answer questions like these help with this:

  • Where are you from?
  • What motivates you?
  • What do you fear?

These details shape how you’ll roleplay your character.

Let’s begin….

Step 2: How the Game Actually Works

D&D is played through a cycle of:

  1. The DM describes a situation
  2. The players describe what they want to do
  3. The DM asks for a dice roll (if needed)
  4. The result determines the outcome

Example:

DM: “You come to a locked wooden door at the end of the corridor.”
Player: “I try to pick the lock.”
DM: “Roll a Dexterity check.”
(Dice roll determines success or failure.)

Most actions in the game use a d20 roll:

d20 + ability modifier + proficiency bonus (if trained)

If your total equals or exceeds the required number (called the Difficulty Class or DC), you succeed.

Combat Basics (Without the Overwhelm)

When fighting breaks out, the game switches to combat rounds. Each round represents roughly 6 seconds in the world.

Here’s the basic flow:

  1. Roll initiative (a Dexterity check) to determine turn order
  2. On your turn, you can:
    • Move
    • Take one action (attack, cast a spell, help an ally, etc.)
    • Use a reaction when triggered

You roll to hit, roll for damage, and describe what happens cinematically.

Combat continues until the threat is dealt with, escaped, or negotiated with.

Roleplaying: The Heart of the Game

D&D is as much about storytelling as it is about rules.

You don’t just say:

“I roll Persuasion.”

You say:

“I step closer to the guard, lower my voice, and say, ‘If you let us through, no one needs to know you ever saw us.’”

The dice then determine how well you pull it off.

This is where the magic happens—your character’s voice, choices, mistakes and heroics bring the world to life.

Working as a Party

You are not competitors. You are a team.

Every character brings something different:

  • One might be strong in combat
  • Another might solve puzzles
  • Another might negotiate and read people well

Success in D&D comes from communication, creativity, and cooperation.

Some of the most memorable moments come from unexpected plans, clever teamwork, and hilarious failures.

What are you waitin gfor?

The Most Important Rule of All

More important than any mechanic or rule is this:

Dungeons & Dragons is meant to be fun.

The best groups aren’t the ones who know every rule. They’re the ones who:

  • Support each other
  • Share the spotlight
  • Embrace the story
  • Laugh at bad dice rolls
  • Celebrate each other’s wins

If everyone is having fun, you are playing it correctly.

Step 3: Ready to Start?

Grab some friends. Grab the basic rules for free. Roll some dice. Create a hero. Make terrible decisions. Save a village (or accidentally burn it down).

Welcome to Dungeons & Dragons.