The DM Needs to Have Fun Too

There is a lot of D&D advice out there about making sure your players are having fun. And rightly so. As a Dungeon Master, you are responsible for creating the world, presenting the challenges, playing the monsters and NPCs, adjudicating the rules and keeping the adventure moving. You spend hours preparing encounters, designing maps, reading adventures and thinking about what your players might do next. So naturally, you want your players to enjoy themselves. But there is a question that doesn’t get asked quite as often:

Are you having fun?

Because the DM is playing D&D too. You just happen to have considerably more hit points, several hundred NPCs and an alarming number of voices to keep track of.

The DM isn’t the entertainment committee

There is sometimes an assumption that the DM’s job is to provide entertainment for everyone else. But that isn’t really how D&D works. Rather, D&D is collaborative storytelling, with a strong emphasis on collaborative. Everyone at the table contributes to creating the game, and the DM is one of those people.

Of course the DM should absolutely care about what the players enjoy. Their characters, choices and experiences are a huge part of what makes the game work. But the DM’s enjoyment matters too.

In fact, I would argue that it matters enormously. Because if the person running the game isn’t enjoying themselves, it becomes increasingly difficult to create a fun game for everyone else.

You are allowed to enjoy your own adventure

I get a huge amount of joy from being the DM, it might actually be the part of D&D that I enjoy the most. There’s nothing quite like creating situations and then watching the players completely misunderstand them, or introducing an NPC you’ve been waiting three sessions to reveal. It’s so satisfying to see your players pull together to overcome the terrifying monsters and obstacles that you’ve thrown in their path.

You get to play the villain and create the ridiculous shopkeeper with a completely unnecessary accent. And often, you get to sit there silently thinking:

“They have absolutely no idea what’s coming.”

That is fun, and we shouldn’t be afraid to admit it.

The DM is not a neutral game engine

There is also a temptation to think that a good DM should be completely neutral. The players decide what they do while the world reacts. Rolling the dice decides the outcome. The DM simply facilitates the process.

There is some truth in this. Players need genuine agency. Their decisions should matter, and the DM shouldn’t simply force the story toward a predetermined outcome. But being a DM isn’t the same as operating a complicated random-number generator.

You are allowed to have ideas, to be excited about an encounter and enjoy the villain you have created. Putting in an encounter because you think it will be cool is part of the job. The trick is making sure that your enjoyment doesn’t come at the expense of everyone else’s.

DM fun and player fun aren’t opposites

This is perhaps the most important point. The DM having fun doesn’t mean the players have less fun. Usually the opposite is true. A DM who is excited about the game is infectious. You can hear it in their voice and feel the energy when they introduce an NPC or reveal a monster. That enthusiasm spreads around the table.

I’ve played games where the DM is clearly having an absolute blast. They aren’t necessarily running a perfect adventure and the encounters might not be perfectly balanced. Even when the plot wandered off into a swamp somewhere everyone was having a blast and that’s what people remember.

Give yourself something to look forward to

One of the easiest ways to increase your DM fun is to deliberately include things that you enjoy. Love tactical combat? Create an interesting battlefield. Enjoy roleplaying? Introduce an NPC you can’t wait to play. Like creating puzzles? Put one in the adventure.

You don’t have to build the entire adventure around your personal interests. But there should be something in there that makes you think: “I really want to see how this goes.” That little spark can make preparation feel much less like homework.

Follow your curiosity

A simple way approach DMing is simply to ask: “What would be fun?” Not just for the players, but for you as well. Following your own curiosity can be an incredibly powerful DMing tool. Instead of trying to control the story, you become interested in discovering it alongside the players. You don’t need to know exactly what happens, instead be curious about what might happen.

The best tables have shared ownership

Ultimately, D&D works best when nobody feels solely responsible for making the game fun. The DM isn’t responsible for entertaining the players and the players aren’t responsible for entertaining the DM. Everyone contributes.

Players bring characters, ideas, jokes, decisions and unexpected solutions. The DM brings the world, the challenges, the characters, the consequences and the occasional gelatinous cube. Together, they create something none of them could have created individually. That’s the magic of the game and it means the DM deserves a seat at the table in more ways than one.

So, DM, are you having fun?

The next time you finish a session, don’t just ask your players: “Did you enjoy that?” Ask yourself the same question. If the answer is yes, fantastic. If the answer is no, don’t automatically assume you need to become a better DM. Instead think about what you didn’t enjoy. Maybe you need less preparation or a different type of adventure. Perhaps you need more combat, or less combat, or an NPC that you get a kick out of playing. It could even be time to hand the DM screen to someone else for a while and enjoy being a player.

Because D&D shouldn’t be a performance where one person works so everyone else can have fun. The DM is part of the game and your enjoyment matters.

So build the adventure you want to run. Create the villain you’re excited to play. Put the ridiculous monster on the table. Laugh when the players completely derail your carefully prepared plot. And when they do something you never expected, don’t think: “That’s not what was supposed to happen.” Instead think: “Oh, this could be fun.” Then roll the dice and see what happens.

Not having fun at the D&D Table? No Worries

halfling not having fun with D&D

Dungeons & Dragons is built on fun—shared fun, collective fun, the kind of fun that turns into stories retold for years. But even the best table can have off nights. And sometimes, it goes deeper than that. Maybe the party dynamics have shifted, the story isn’t grabbing you, or perhaps you’re feeling sidelined. Maybe you’ve just had a rough week and the excitement isn’t sparking the way it normally does.

Here’s the thing: it’s okay not to be having fun. It happens to every player sooner or later. What matters is how you navigate that feeling—because D&D, at its heart, is a collaborative space, and collaboration thrives on communication.

Below are some practical steps to take if you find yourself staring at your character sheet thinking, “Why isn’t this working for me anymore?”

Take a Moment to Reflect on What’s Off

Before jumping into action, pause and ask yourself a few gentle questions:

  • Am I tired, stressed, or distracted from real life?
  • Is it the session that’s not fun, or the campaign as a whole?
  • Do I feel included and heard at the table?
  • Is my character still interesting to play?
  • Has the tone of the campaign drifted away from what I enjoy?

Sometimes the source is external—work pressure, family situations, burnout. Sometimes it’s internal to the game. Knowing which is which helps you decide your next step.

Talk to Your Dungeon Master (Honestly and Kindly)

A good DM isn’t just a storyteller—they’re a facilitator of fun. If something is missing for you, they genuinely want to know.

You don’t need to deliver a full critique; something simple works perfectly:

  • “Hey, I’m feeling a little left out recently. Can we find a way for my character to be more involved?”
  • “I think I’m not connecting with the story arc—could we explore something tied to my background?”
  • “I’m finding the tone more serious/silly than I expected. Any chance we can adjust the dial a bit?”

Most DMs will respond with enthusiasm and relief. But, they can’t fix what they don’t know.

Check In With the Group

Sometimes the issue isn’t DM-related at all—it’s table culture, pacing, or energy. You might notice:

  • A couple of players dominating the spotlight
  • Constant interruptions or side conversations
  • Clashing play styles (tactical vs. narrative, silly vs. serious, etc.)
  • The group drifting into habits that don’t work for you

A quick group conversation—maybe at the end of a session—can reset expectations and reaffirm what everyone enjoys. This is the tabletop version of team alignment in the workplace: shared goals, shared norms, shared fun.

Change Up Your Character

If the game itself is great but your character isn’t clicking anymore, don’t be afraid to pivot. You can:

  • Re-spec or rebuild your character
  • Introduce a new character entirely
  • Ask for a story moment that reinvigorates your current one (a rival, a revelation, a magic item, a moral dilemma)

Sometimes a fresh perspective is all it takes. D&D is a playground—go play.

Consider Taking a Short Break

It’s 100% valid to step back temporarily.

If you’re overwhelmed or burnt out, you might just need a pause. This doesn’t mean quitting; it just means recognising your limits. D&D, like any hobby, should feel energising more often than it feels draining.

Talk to your group and work out a graceful in-story reason your character disappears briefly. You’ll likely return refreshed and excited.

If It Really Isn’t Working… It’s Okay to Step Away

This is the hardest option, but sometimes it’s the right one.

Not every table is the right table for every player. If the tone, style, or personalities don’t mesh with what you need, you’re allowed to bow out—kindly, respectfully, and without guilt.

Leaving a game doesn’t mean you’ve failed. In fact, it means you’re choosing joy and respecting both your own time and the group’s.

Remember Why You Play

At its core, D&D is about:

  • Collaboration
  • Creativity
  • Connection
  • Escapism
  • Shared stories

If you’re missing any of these, it’s worth taking steps to find them again. Your fun matters. Your presence at the table matters. And you deserve a gaming experience that lifts you up.

Whether it’s a small tweak, a conversation, a character change, or a new table entirely—there is always a path back to joy.

Remember that the aim of D&D isn’t just to play. It’s to play together. And sometimes, playing together means speaking up so everyone—including you—can have the fun we’re all here for.

Revealing the True Secret of Dungeons & Dragons – Shared Fun

A Venn diagram highlighting shared fun in the middle

If you’ve spent any time in the world of roleplaying games, you’ll know it’s a hobby full of rulebooks, lore, mechanics, dice, and drama. It’s easy to get pulled into debates about optimal builds, perfect session prep, or whether a DM should fudge dice rolls (the answer to the last one is no!). But beneath all the complexity and creativity, the point (or why) of the game often gets forgotten. Which is of course shared fun.

Not individual fun.
Not “DM fun at the expense of the players” fun.
Or “I’m having a good time even if everyone else is confused” fun.
Shared fun. The kind that’s created together, moment by moment, at the table.

Let’s dig a little deeper into why I think this simple goal matters so much.

Fun Is a Team Sport

D&D isn’t like other games. There’s no winning, no leaderboard, no end credits. It’s a cooperative storytelling experience where the enjoyment of every person at the table is interconnected.

A player may love optimisation, another may love roleplaying emotional scenes, and another might just be here to crack jokes and roll big crits. The magic of D&D is finding the overlap between these styles—where each person not only has fun but adds to the fun of others.

Shared fun is the glue that holds the adventure together.

Fun Grows in Collaboration

Every iconic D&D moment—every story told years later in pubs, Discord chats, or workplace kitchens—comes from collaboration.

  • That time the party defeated a dragon by skydiving off a magic carpet
  • The moment the party released a demon from the hanging tree
  • When our druid tried to steal the cloak from the terrifying vampire, on her own…

These moments don’t come from one person performing or pushing for their idea. They come from everyone leaning in, saying “yes, and…,” and contributing something unexpected.

Shared fun means creating space for others to shine.

Shared Fun Helps Solve Problems at the Table

A lot of common D&D issues melt away when the group keeps shared fun as its guiding principle.

Rules arguments?

Shift the focus from “What’s correct?” to “What keeps the game enjoyable for everyone right now?”

Spotlight imbalance?

Ask yourself: “Is everyone having a chance to contribute to the fun?”

Playstyle clashes?

Frame the conversation around finding the overlap of what makes each person enjoy the session.

When fun together becomes the priority, decisions get much easier.

The DM Isn’t the Entertainer (And Also Isn’t the Enemy)

One of the biggest misconceptions about D&D is that the Dungeon Master must juggle everything and personally provide entertainment. That’s a fast track to burnout.

Likewise, the DM isn’t there to “win” or “beat” the players.

The DM’s real role?
Facilitate shared fun.
Not own it. Not control it.
Just create the space where the group can enjoy themselves collectively.

Players bring just as much to the fun—through decisions, jokes, collaboration, and embracing the unexpected. Everyone is co-creating the experience and everyone needs to take responsibility for it.

Fun Comes from Meaningful Engagement, Not Constant Laughter

It’s worth clarifying that shared fun doesn’t always mean non-stop humour. Some of the best D&D sessions are deep, tense, moving, or downright heartbreaking.

Fun can look like:

  • Emotional investment in a character arc
  • Being gripped by a mystery
  • Feeling the adrenaline of a dangerous combat
  • Overcoming insurmountable odds
  • Celebrating when a clever plan works
  • Sensing the group’s collective “we’re all in this together”

Shared fun is whatever keeps the table emotionally engaged in the same moment.

Boromir is not wrong!

So, How Do You Aim for Shared Fun?

Here are a few guiding principles:

1. Talk about expectations openly.

What does “fun” look like for each person? What kind of game do you want to play?

2. Celebrate each other’s moments.

Cheer the crits, laugh at the failures, admire bold choices.

3. Build the story together.

The best adventures are collaborative, not prescriptive.

4. Stay flexible.

Plans break. Dice betray. Characters derail plots. Lean into it—it’s often where the best stories emerge.

5. Keep kindness at the table.

Fun dies quickly in environments with judgment, rules-lawyering, or spotlight hogging.

On the flip-side, if you are not having fun, perhaps the groups style isn’t what you enjoy, you can always politely leave the game. But I think that might be a topic for a different article.

D&D Works Best When Everyone Leaves the Table Smiling

At the end of the night—whether you slayed a dragon, failed every roll, or spent two hours trying to open a door—you want everyone to step away thinking:

“That was fun. I can’t wait to play again.”

That’s the true aim of Dungeons & Dragons and what makes it truly unique.
Not levelling up, not mastering rules, not crafting perfect narratives.

Shared fun.
The kind only a group of imaginative people can create together.