The GM is a Player
The Dungeon Master (DM) is not your enemy, your boss, or your servant. They are a player. A player with a ton more work to do, sure, but still a player. And if the table forgets that, the whole game suffers — not just for them, but for everyone.
Think about what the DM actually does. They plan story arcs, design encounters, create NPCs, remember everyone's backstories, keep the rules straight, improvise when the party burns down the mayor’s house (again), and manage pacing so things don’t drag or rush. And what do they get for all that work? Ideally: a damn good time. But that only happens if the rest of the table sees them as part of the group, not just a service provider for your weekly fantasy fix.
Let’s be real — the DM sets the tone for the world, but the table sets the tone for the game. If the players treat the DM like a machine that spits out monsters and treasure, then yeah, they’ll get a campaign that feels mechanical and joyless. But if you treat the DM like a collaborator — like another friend trying to have fun — the game glows. There’s trust, improvisation, risks, laughs, heartbreak, and those electric moments that make you say “this is why I play.”
Ever notice how burnt-out DMs vanish? It’s not always because they’re busy — it’s often because they don’t feel like they’re allowed to enjoy themselves. Players forget that it’s not just their fun on the line. The DM shouldn’t be afraid to make a character joke, show emotion, or drop a silly voice without being mocked. They shouldn’t feel like if they fudge a die roll or get a rule wrong, they’re suddenly on trial. They deserve grace, support, and yes, praise — just like any other player does.
And look, when the DM is having fun? Everyone has more fun. A DM who feels safe and supported at the table brings more creativity, more daring ideas, and better storytelling. They’re energized to build the world you’re playing in. They want to see your characters grow. They want to throw surprises at you not out of spite, but because it’s exciting. And when something goes sideways? They laugh with you, not at you.
So treat your DM like a player. Ask what they liked about the session. Notice when they pull off a cool moment. Offer feedback like you would to a friend sharing a story they wrote. Make space for their enjoyment.
Because when the DM is having fun, the game isn't just alive — it's unforgettable.

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