Why Every Dungeon Master Should Consider Starting In Media Res

Most of us will have begun more than one Dungeons & Dragons adventure with a familiar scene: the party meets in a tavern, a mysterious stranger offers a quest, and the characters cautiously decide whether to accept. There is nothing wrong with this approach, in fact sometimes it can be a fun boost of nostalgia. However, there is another technique that can inject immediate energy into a game from the get go: starting in media res.

What is In Media Res?

The Latin phrase in media res translates to “into the middle of things.” Rather than beginning at the start of the story, the action begins while events are already underway. The characters are not discussing whether they should embark on an adventure. They are already in the thick of it and usually in immediate danger .

Imagine opening a session with:

“The wagon lurches violently as goblin arrows rain down from the trees. One horse collapses, screaming in terror. Smoke rises from the forest ahead. What are you going to do?”

The players immediately have questions. Why are they on this wagon? Where are they going? Who is attacking them? The answers can emerge naturally through play. The story begins with excitement rather than exposition.

For Dungeon Masters running convention games, conference one-shots, introductory sessions, or the opening of a new campaign, starting in media res can be an incredibly powerful way to engage the players straight away.

What Does In Media Res Look Like in D&D?

An in media res opening drops the players directly into a meaningful situation.

Some examples include:

  • The party is halfway through a desperate escape from a collapsing dungeon, a dragon on their heels.
  • The adventurers are defending a village that is already on fire and under attack.
  • A negotiation with a crime lord has gone catastrophically wrong.
  • The heroes awaken in chains aboard a slave ship and orc slavers are ready to throw them overboard.
  • The group is hanging from a rope bridge while harpies circle overhead.
  • A heist is underway, the alarm has just sounded and the vault door is closing.

In each case, the players are immediately making decisions rather than listening to explanations. The game starts with action.

Instant Engagement

One of the challenges facing any Dungeon Master, especially in one-shots, is getting players invested quickly. Traditional openings often require a period of scene setting, introductions, and explanation before players become fully engaged. In media res skips this entirely.

Of course, people naturally pay attention when something important is happening. A sword fight, a collapsing tunnel, a chase across rooftops, or a diplomatic disaster immediately focuses attention. Players begin asking questions, making decisions, and interacting with the world.

No need to earn engagement, you start with it.

The opening of Breaking Bad, a great example of In Media Res

Perfect for One-Shots

Convention and conference games live under a constant enemy: time. If you have a four-hour session, spending the first forty-five minutes introducing characters, explaining why they are together, and persuading them to pursue the adventure can feel wasteful. If you only have one or two hours this is an even bigger loss of time. Starting in media res allows you to get to the interesting part immediately.

Let’s consider two versions of the same adventure.

Traditional Opening

The players arrive in town. After talking to a few villagers they meet the mayor. They learn about the missing blacksmith. As a group the party moves from location to location gathering clues. Finally they decide to investigate the nearby ruins.

In Media Res Opening

The players are already inside the ruins. A dark ritual has begun led by a figure wearing a deer skull on its head. Distraught, the blacksmith hangs from chains above a blood stained sacrificial altar. Hooded cultists are chanting, working themselves into a frenzy. What do they do?

While of course I have gone a little over the top with these examples, which one has the most impact? With the second one I’m already picturing the scene and I’m thinking of ways to save the Blacksmith. And I’m not even playing the game.

For conference games, where players may never have met each other before and may only have a few hours available, this can dramatically improve the experience. In this case, every minute spent adventuring is a minute well spent.

Questions Instead Answers

As a Dungeon Master it’s easy to feel like you need to explain everything before play can begin. Give the players context to what is going on. Provide hints as to who the bad guys might be.

In reality though, curiosity is often more powerful than explanation. When players find themselves in the middle of a situation, they naturally want to understand how they got there. This encourages active engagement with the story.

Rather than saying:

“You are transporting the Holy Reliquary to the capital.”

You can begin with:

“The rune covered relic case slips from the back of the wagon and tumbles towards the cliff edge.”

The players immediately understand something important is happening. Details can emerge later through conversation, flashbacks, or discoveries.

Stronger Character Introductions

Many groups spend significant time introducing characters one at a time. I admit, I always make my players do this at the beginning of each campaign or one-shot. While this can work well, it often creates an awkward period where players describe their characters while everyone else waits.

An action-focused opening allows personalities to emerge through behaviour. You learn more about a character when:

  • The paladin dives into danger to protect civilians.
  • The rogue immediately looks for an escape route.
  • The wizard casts fireball in the small room.
  • The barbarian charges the enemy leader.

Players often discover who their characters truly are by playing them rather than describing them.

Building Momentum for a New Campaign

While in media res is excellent for one-shots, it can also be highly effective when launching a long-term campaign. Campaign openings carry a lot of responsibility. They must introduce the world, establish themes, and make players care about what happens next.

Starting with action provides immediate momentum. The opening scene becomes the spark that ignites the campaign. Perhaps the party survives a shipwreck that strands them on an unknown continent. Or they witness the assassination of a king. These events create shared experiences that bond the party together from the outset. Instead of beginning with a reason to adventure, the adventure itself creates the reason.

The Secret Advantage: Shared History

One challenge in roleplaying games is answering the question:

“Why are these characters working together?”

More often than not we hand wave this away. Or, create a convoluted reason for everyone to cooperate. An in media res opening can solve this problem elegantly.

Simply begin with the assumption that the characters have already accepted the mission. The details can be filled in later. This allows the group to establish a shared history almost immediately. After surviving a goblin ambush, escaping a prison, or stealing a magical artifact together, the party already has a common story. Nothing builds camaraderie like surviving a crisis.

A Useful Technique: Flashbacks

One concern DMs often have is that players may miss important background information. Flashbacks provide a simple solution.

Once the opening action has concluded, you can briefly jump backwards in time. Paint the Picture questions can really help with this.

“Three days earlier, how did each of you end up taking this job?”

“Before the heist began, what role did your character play in the planning?”

These short scenes allow players to contribute details to the story while preserving the excitement of the opening. You get all the benefits of backstory without sacrificing momentum.

A Word of Caution

Starting in media res works best when players still have meaningful choices. Avoid opening with long sequences where outcomes are predetermined.

For example:

“You are all captured. You cant escape. Now let me explain what happens next.”

This removes agency and can frustrate players. Railroading like this can really sour the game. Instead, place the characters in a difficult situation but allow their decisions to shape the outcome. The excitement comes from uncertainty.

Players should feel like protagonists, not passengers.

Final Thoughts

Starting a game in media res is one of the simplest ways to increase energy, engagement, and momentum at the table. For one-shots and convention games, it helps you make the most of limited time by getting players into the action immediately. For campaign launches, it creates memorable shared experiences that bind characters together and establish the tone of the adventure.

The next time you prepare a game, resist the temptation to begin with a lengthy briefing or a tavern conversation.

Instead, start with something exciting happening. Then look at your players and say the three words that every Dungeon Master loves to hear:

“What do you do?”

Let the Dice Decide: Trusting Fate at the Table

The cover of Dice Man Novel

I’ve just finished reading The Dice Man by Luke Rhinehart a cult novel from the 1970’s about a man who lives his life by rolling a dice for all decisions. It’s a strange, comedic and slightly dark book and worth a read if you like that sort of thing. However, it got me thinking about the central feature of dice in the games that we play. There’s always a quiet moment just before the dice land, especially when there’s a lot hanging on the roll.

Breath held. Glances exchanged. As the dice decide your fate.

In that moment, the story does not belong to the Dungeon Master. It does not belong to the players. Instead it belongs firmly in the hands of Lady Fate. And if you let it… it can create something far more powerful than anything you planned during your session prep.

The Temptation to Control

Every Dungeon Master knows the pull. You’ve crafted the encounter. The story arc is all there. The perfect story is unfolding… until a player makes a completely unexpected choice or the dice threaten to derail everything. Using hidden rolls becomes a quiet safety net. A nudge here, a fudge there. The story stays intact. We’ve all been there, especially at the beginning of our DM careers.

But I believe that something subtle is lost in the process. When players suspect the outcome is being managed, tension fades. Victory feels softer. Failure feels less real. The game becomes less of a shared discovery and more of a guided tour. Consequently, the fun begins to fade.

Letting the dice speak is about surrendering that control. Not recklessly like Luke Rhinehart in the Dice Man, but deliberately. (Although some might say Luke Rhinehart was also being deliberate in his dicing… read the book to find out).

Open Rolls, Open Story

Rolling in the open changes the atmosphere immediately. Now, when the villain strikes, everyone sees the number and it’s associated consequence. When the rogue attempts the impossible leap, the result is there for everyone to witness. There’s no veil, no quiet adjustment behind the screen. Success or failure, it’s all there. And this, in a game, is electric.

It means that when a character fails, it wasn’t because the DM allowed it. It means when a desperate plan succeeds, it wasn’t because the DM wanted it to. The story earns its scars and triumphs honestly. Every roll matters more.

Let the dice decide the fate of your game

Fate is a Better Writer Than You

Here’s the uncomfortable secret: the dice often tell better stories than we do. We are chock full of preconceived ideas and notions. The books we love, the movies we’ve just watched, they’re all stored in your head waiting to be let out. Of course, the dice have none of these.

Planning a heroic last stand? The dice might deliver a sudden, brutal defeat instead. Expecting a tense negotiation? The dice might turn it into an unexpected alliance or a catastrophic insult.

These moments feel real because they are unplanned. They surprise everyone at the table, including,, most importantly, you.

Surprises like these are the heartbeat of engagement for everyone at the table. A campaign where outcomes are certain and safe becomes predictable. A campaign where fate is allowed to intervene becomes legend.

The Discipline of Not Rolling

Unlike the protagonist of the Dice Man, letting the dice tell the story does not mean rolling for everything. In fact, the opposite is true. If you roll constantly, the dice become noise and if I’m bein honest, something of an irritant. Ultimately, the magic fades. The key here is restraint. Roll when:

  • The outcome is uncertain
  • The stakes matter
  • Failure would change the situation in a meaningful way

Don’t roll when:

  • Success is obvious
  • Failure would stall the game without adding tension
  • The action is trivial or purely descriptive

Think of dice as the exclamation marks of your story, not every word.

Designing for Honest Outcomes

If you’re going to let fate take the wheel, your game needs to be ready for wherever it drives. That means:

  • Flexible encounters: Avoid hinging progress on a single success
  • Fail-forward thinking: Failure should open new paths, not close doors
  • Consequences over corrections: Let outcomes reshape the world rather than trying to steer back to a plan

When the dice derail your expectations, don’t try to fix it. Go with it and see where it takes you.

Trust at the Table

Open rolling is also an act of trust. You’re telling your players: “I’m not here to beat you, and I’m not here to save you. I’m here to discover what happens with you.”

Players take bigger risks. They invest more deeply. They accept failure more readily because they know it’s real. Ultimately, the table becomes less adversarial and more collaborative. Not in the sense of controlling outcomes, but in sharing the experience of them.

Oh no a 1…

When the Dice Hurt

Of course not every roll goes the way the table wants. Characters will fall at the worst possible moment. Plans will collapse. Sometimes the story will take a darker turn than expected.

This isn’t a flaw, it adds texture to the story. If you think about it the most memorable campaigns are rarely the ones where everything went right. They’re the ones where things went wrong and the group had to respond.

The Story That Emerges

When you stop hiding rolls, when you resist the urge to intervene, when you only call for dice at the moments that matter… something remarkable happens.

The story stops being something you as the DM tells. Instead it becomes something you witness. A living thing, shaped by decisions, chance, and consequence.

You’re no longer the Wizard of Oz sitting behind the curtain. You become more of a player sitting at the table, just like everyone else, watching the dice tumble and wondering…

“What happens next?”

And that question in games like these, is where the magic lives.

Beating Dungeon Masters Block: How to Get Unstuck

When you’ve been running a lot of D&D, you’re sure to have experienced Dungeon Masters Block. We’ve all been there. You’re staring at your notebook or blinking cursor, trying to prep for the next D&D session. But your brain feels empty—no monsters, no loot, just cold stone and echoing silence. It can feel extremely disheartening.

Whether you’ve been running a long campaign and you’re feeling burnt out, or you’re just stuck on how to start the next arc, here’s the good news: you’re not a bad DM. You’re just human. In this post we’ll look at some practical ways to deal with the block and find your creative spark again.

Zoom Out and Revisit the Big Picture

Sometimes Dungeon Masters block comes from getting too caught up in the small stuff—stat blocks, maps, NPC voices. Take a step back and ask:

  • What’s this adventure really about?
  • What do I want my players to feel in the next session?
  • Where is the story headed, even roughly?

You don’t need a five-session plan. Just one or two emotional or narrative beats you’re aiming for can unlock your creativity.

Steal with Pride

Good DMs borrow. Great DMs steal and make it their own. If you’re stuck, go mining popular culture for ideas:

  • Flip open a random page in a published adventure.
  • Rewatch a fantasy show or movie and pick a small scene to adapt.
  • Scroll through Reddit’s /r/DnDBehindTheScreen or your favorite blog.
  • Pull a random monster or magic item and build a scene around it.

You don’t need an original idea—just an idea. Put your own spin on it, and suddenly it’s yours. I talk about using books and movies for inspiration in my article here.

Talk to Your Players

Seriously. Ask them what they’re enjoying, what they’re curious about, and what they want more of. You don’t need to give away your secrets, but a little feedback can reenergize you. Sometimes the thing that’s blocking you—“Where should this arc go next?”—is something your players already have strong opinions on.

Let them help you build the next step. Get them to define their party and character goals and use this as fuel to design the next session.

Use a Creative Constraint

It may seem counterintuitive, but giving yourself a limitation can actually spark new ideas. I’ve found that giving myself strict themes for a session can really help me get creative. These can anything from ice or fire, betrayal or espionage. Placing a constraint seems to open up all sorts of possibilities.

Try one of these:

  • “I can only use one monster from the CR 3 section of the Monster Manual.”
  • “The entire next session takes place in one tavern.”
  • “There’s a ticking clock—something catastrophic happens in three in-game hours.”

Constraints force you to be inventive, and they’re often the source of the most memorable sessions.

Pop culture can be a good source of inspiration to help break Dungeon Masters Block.

Embrace Improvisation

If prep is what’s blocking you, maybe you don’t need as much of it. Set up a strong opening scene, prep a few likely NPCs, and jot down some vague consequences. Then trust yourself to run with it. You know your world and your players better than you think. For some tips on improving your improv check out my article on the subject.

Sometimes the best cure for DM’s block is just playing again. Riffing off the players actions, laughing, rolling dice and having fun can give you back the creative energy that you feel you’ve lost.

Take a Break—and Let Someone Else Run

It’s okay to need time off. If you’re running every week and you’re hitting a wall, ask a player to run a one-shot. Switch systems. Try a board game night. Recharge your creative batteries. I do this fairly regularly. It lets you have a chance to be a player again and experience different games and systems.

Even a single week off can give you a fresh perspective—and a new appreciation for your own campaign.

Remind Yourself of the Why

Why did you start this campaign in the first place?

  • Was it to tell a story you love?
  • Build a world from your imagination?
  • Watch your friends turn chaos into adventure?

Whatever the reason, go back to that. Your “Why” (hello, Simon Sinek!) can rekindle your passion—and help you find your next step.

You’ve Got This

Remember, Dungeon Masters block doesn’t mean you’re failing. It just means you need a new angle, a breather, or a bit of help. That’s all part of the process. All DMs go through it at some point in their D&D career. So be kind to yourself. Pick one of these ideas, try it out, and trust that the spark will come back.

After all, you’re the one who turned a blank page into an exciting world of adventure once before.

You’ll do it again.

Secrets Behind the Screen: What Does a Dungeon Master Do?

In the Dungeons & Dragons (D&D) role-playing game, the Dungeon Master (DM) is the game organizer and participant in charge of creating the specifics and encounters of a game session, while maintaining a realistic continuity of events.

If you’ve ever found yourself enchanted by the world of tabletop roleplaying games, you’ve likely heard whispers of the enigmatic figure known as the Dungeon Master. But what exactly does a Dungeon Master do, and how can you embark on this thrilling journey yourself? Let’s delve into the depths of this captivating role and uncover some tips for aspiring DMs.

Deciphering the Dungeon Master’s Role

At its core, the Dungeon Master serves as the architect, narrator, and referee of the game experience. Here’s a closer look at the multifaceted responsibilities that come with the title:

1. World Building

One of the DM’s primary duties is to craft a rich and immersive world for players to explore. From sprawling cities to treacherous dungeons, every corner of the realm is yours to shape and mold.

2. Storytelling

As the master storyteller, you’ll weave together narrative threads, concocting tales of heroism, intrigue, and peril. Your words breathe life into the world, painting vivid pictures that captivate the imaginations of your players.

3. Roleplaying

Channeling a cast of colorful characters, both allies and adversaries, is a cornerstone of the DM’s role. From grizzled mercenaries to cunning villains, you’ll don a variety of hats to bring the world to life.

4. Rule Adjudication

While the rulebooks provide a framework for gameplay, it’s the DM’s duty to interpret and enforce these rules. Whether resolving disputes or improvising on the fly, you’ll act as the final arbiter of the game’s mechanics.

5. Fostering Creativity

Above all else, the DM is a catalyst for creativity, inspiring players to embark on epic adventures and forge unforgettable memories together.

Matt Mercer is a world renowned DM, but don’t be put off, he’s had decades of experience at the table and as an actor.

Tips for Getting Started as a Dungeon Master

I remember returning to DMing after a long break. It felt daunting and nerve wracking. But as soon as we started and I could see that all of us were having fun all my fears evaporated. While not easy, embarking on your journey as a Dungeon Master is extremely satisfying and worthwhile. With a bit of preparation and a sprinkle of courage, you’ll be well on your way to crafting legendary tales. Here are some tips to help you get started:

1. Start Small

Begin with a simple one-shot adventure or pre-made module to familiarize yourself with the basics of DMing. As you gain confidence, you can gradually expand your repertoire and tackle more ambitious campaigns.

Don’t worry too much about world building. Beginning with a small village with a haunted castle nearby is enough to start with. You can then expand your world together with the players as you go.

2. Know the Rules (But Don’t Be Afraid to Bend Them)

Familiarize yourself with the rules of your chosen game system, but don’t let them constrain your creativity. Remember that storytelling takes precedence, and it’s okay to bend or modify rules to serve the narrative.

During my 5 + years D&D campaign I relied heavily on the players knowledge of the rules. If I didn’t know I’d ask. As DM, I still had the final word on a rule. However, playing this way definitely made the game feel even more collaborative. So don’t worry if you don’t know the rules word for word.

3. Embrace Improvisation

No matter how meticulously you plan, players will inevitably throw curveballs your way. Embrace the chaos and hone your improvisational skills, ready to adapt and react to unexpected twists and turns.

In fact, this happens to me every single session. It’s all part of the fun. Not knowing what’s going to happen makes the game even more exciting for the DM and players alike.

4. Communicate with Your Players

Establish open lines of communication with your players, soliciting feedback and addressing any concerns or expectations they may have. Collaborate with your group to ensure everyone is on the same page and having fun.

A good friend of mine periodically sends his players surveys. This lets him capture direct feedback from the players away from the table. He then adjusts his game removing any niggles that the players might have. This is something I’m intending to do for my own games in the near future.

5. Learn from Experience

Like any skill, mastering the art of Dungeon Mastering takes time and practice. Don’t be discouraged by setbacks or mistakes. Instead, view them as learning opportunities to grow and improve as a storyteller.

I’ve made lots and lots of mistakes as a DM. But we’re all there to have fun. As such my players are all very forgiving. Remember, everyone at the table has a role in making the game enjoyable and memorable. It doesn’t fall on the shoulders of the DM alone.

Final Thoughts on Dungeon Mastering

For me there is nothing more satisfying and rewarding than running the game. Helping spark players creativity and helping lead them through adventures is a fantastic experience. As I’ve shown above it’s not that difficult to get started. Grab a rulebook or started set, a couple of interested friends and you’re off.

What’s holding you back from giving it a go?