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.

MartyCon 2025 Wrap Up

Last April saw a group of friends made their way to rural WA for MartyCon 2025, a weekend of gaming shenanigans. Getting away from everything and focusing on games and laughing with your mates is such a great thing to do. It didn’t take much to organize and let us all take turns running games and exploring systems that we hadn’t tried before.

Much like last time we had some incredibly creative sessions including:

  • New Zealand game inspired by the Peter Jackson film Bad Taste. Kiwi accents were mandatory.
  • Wild West Horror game involving pioneers finding that an evil cult has taken their refuge. Betrayal and sacrifices, holy guardians and gun fights. Very cinematic!
  • The Raid miniatures skirmish for 8 people. The Gangers thrashed the Enforcers. for a description of the game check out my post on the game design.
  • Harrowing submarine horror game based on the zine Crush Depth Apparition. Incredibly creepy and unsettling.
  • Paranoia, a game of dystopian future frustration and clone death…
Some of the crew getting ready for the first game of the weekend.

As you can see we had a broad variety of games. We also played board and card games throughout the weekend, went for walks and generally chilled out. The perfect mini break based on mates and gaming!

The Raid Synopsis

I was planning on running two miniature skirmish games, but unfortunately we only had time for one. So we ended up playing the Raid. This asymmetric wargame saw five underhive gangs take on three well disciplined Arbites (law) fire teams.

The game ended up being a real nail biter. The Arbites teams were dominating during the first half, basically trapping any over eager gangers. However, the gangs started working together pretty quickly and ended up swamping the Arbites patrol and winning by a huge margin.

The game was great fun and everyone stayed involved and engaged. However, having 8 players at the table was only just manageable and I think stretched the ruleset a little too much. If I have that many players next year I would split the battles over three separate boards with the outcomes all adding to the story of an overall conflict. I’m already thinking about a desperate siege. Battles could include, destroy the bridge to prevent reinforcement, silence the battery and break the line. Perhaps we need another MartyCon sooner rather than later.

An Arbites Enforcer keeps an eye out for the encroaching gangers.
The battleground
Gangers getting ready to rush the Law

Run Your Own Con

Why am I writing this you might ask? If you are part of a group of friends who enjoy playing games together why not run a mini con together. Grab an AirBnB, get everyone to chip in for food and you’re sorted.

Everyone has games that they want to play but have never had the chance to run. Well now’s your chance. Have a friend who’s always wanted to DM, give them a shot. As you can see above our games are very varied and all run by different people. It’s the perfect time to experiment.

Start small. The first MartyCon only had 5 attendees. But it was a great weekend that spawned a great tradition amongst our gaming groups. So grab some friends, plan some games and create a Con. I can almost guarantee you’ll have a great time!!

MartyCon 2025

All in all a fantastic weekend. So jam packed with games and laughter that I was absolutely exhausted by the time I got home on the Sunday afternoon.

Let me know if you are running your own mini Con. I’d love to hear what works for your group.

The Joy of Designing an Engaging Three Player Skirmish Scenario

Three-player skirmish games can be very tricky to design. Without careful planning, you risk two players ganging up on the third, one player getting stuck waiting for the others to resolve their turns, or the action becoming lopsided. In this scenario, set in the grim darkness of the 41st millennium, I aimed to create a balanced and engaging experience where all three players remained in the thick of the action.

The Scenario: “The Saint’s Fate”

As you probably know, I love adding narrative flavor to my games. Whether D&D or Warhammer an engaging narrative creates much more opportunity for emergent play. I’ve recently developed a loose setting for my 40K inspired games as a way to develop an interesting and ongoing narrative. Consequently, I wanted to set this scenario in the same setting. For more information on Mordax Prime follow the link here. As for the scenario…

A miraculous manifestation has occurred. A Saint touched by the power of the God Emperor, has manifested among the ranks of the Adepta Sororitas, but her fate is uncertain. The Inquisition, ever wary of uncontrolled power, has dispatched a team of Lancet Hereticus Space Marines to capture her for interrogation. Meanwhile, a force of Chaos Plague Marines, the Ferrymen, seeks to claim the Saint for a dark ritual, hoping to summon a daemon of the Warp into realspace.

The Sisters of Battle, unaware of what forces are closing in, have fortified their shrine compound to protect the Saint. What follows is a brutal three-way battle where each faction must act quickly to achieve victory.

Board Setup

  • Board Size: 3ft x 3ft
  • The Saint: Begins inside the shrine compound, positioned on one half of the board.
  • Deployment:
    • Sisters of Battle are entrenched in and around the shrine compound.
    • The Lancet Hereticus Space Marines deploy in one corner opposite the shrine.
    • The Chaos Plague Marines deploy in the other opposite corner.
Table deployment map

Victory Conditions

  • At the start of Turn 4, an escape shuttle may arrive at the compound on a roll of 5 or 6.
  • Each turn after that, the roll threshold decreases (4+ on Turn 5, 3+ on Turn 6, etc.).
  • The player who has control of the Saint and gets her to the escape shuttle wins the game.

Note that the Saint begins in the possession of the Sisters of Battle.

Key Design Features

1. Balanced Start & Player Equality

  • The two marine factions begin an equal distance from the objective (the Saint in the shrine), ensuring no player has an immediate advantage.
  • Sisters of Battle start in a strong defensive position but must react to two incoming threats.
  • Both invading forces must contend with the Sisters and each other.

2. Quick Action & Continuous Engagement

  • The short board size (3ft x 3ft) ensures combat starts early, preventing long movement phases where nothing happens.
  • The Sisters’ defensive position means they will likely be fighting by Turn 1.
  • Since the Saint is stationary at the beginning, players must maneuver aggressively and fight over control.
  • The time limit ensures that all players must take action in order to win.

3. Preventing “Two vs. One” Situations

  • Both the Inquisition and Chaos forces have competing objectives, preventing an easy alliance.
  • The victory condition forces all players to engage—hoarding forces in a corner will not secure a win.
  • The randomized escape shuttle arrival means players must remain flexible; camping a spot isn’t a viable strategy.

Final Thoughts on the Three Player Scenario

This three player scenario creates a dynamic battlefield where all players are constantly engaged. It prevents downtime, discourages ganging up, and forces strategic decision-making. The next blog post will explore how this scenario played out in actual gameplay—did it live up to expectations, or were there unexpected twists? Stay tuned!

Title image is Sister of Battle by Anna Steinbauer. For more of her awesome art visit her site here.