7 Brutal Dungeon Master Mistakes in D&D

Written by Luke Hart
Running a tabletop RPG isn’t easy. Between managing encounters, tracking NPCs, and keeping the game fun for everyone, even experienced game masters can slip up now and then. But some mistakes—let’s call them bizarre GM blunders—are particularly frustrating for players. These are the moments that pull them out of the game, make them roll their eyes, or worse, start cracking jokes about your decisions behind your back. The good news? You can avoid these pitfalls and make your game stronger. Today, we’re breaking down seven common GM mistakes that could be holding your sessions back—and more importantly, how to fix them so your players stay engaged, invested, and excited to come back for more.
By the way, if you're looking for a low level pre-made adventure module for your D&D 5e game, I highly recommend Into the Fey. It's designed for levels 1 to 5, features tricksy fey and their sly schemes, and contains everything you need to play!
Watch or listen to this article by clicking the video below.
#1 Ignoring Social Conflict
D&D should be more than just rolling dice to hit stuff with swords and fireballs. And we know this, so we are sure to include social interactions—the talky talky bits—in our games. However, just because we are “roleplaying” doesn’t mean there is social conflict.
Social conflict occurs when there is a dynamic question that must be answered. Can the rogue bluff her way past the city guard? Can the bard talk the warlord out of invading the kingdom?
Here’s the deal: social conflict is where so much of the magic happens. It’s where intense roleplay and memorable character moments shine.
Skipping social conflict turns talky-talky scenes into mostly meaningless moments that don’t influence the game, the plot, the story, or anything in any meaningful way—and that can get stale fast. Players need situations where words, wit, and persuasion MATTER as much as swords and spells.
And trust me, your players notice. Throw in a stubborn merchant, a scheming noble, or a lying informant. Let your players haggle, deceive, and negotiate. You’ll see how quickly the game comes alive.
Remember, CONFLICT isn’t just about swords clashing—it’s also about ideas clashing. And the best campaigns have both.
#2 Combat That Doesn’t Matter
Combat is a huge part of D&D—but here’s the thing: not all combat is good combat. A fight just for the sake of throwing dice can make the game feel like a slog. Players love combat when it’s MEANINGFUL—not when it feels like grinding through random encounters.
So, how do you make combat matter? First, minimize filler combats. Don’t throw in fights just because “it’s been a while.” Ask yourself: does this fight push the story forward? Does it reveal something important? If not, consider cutting it—or replacing it with something more compelling.
Second, make combat advance the adventure or even the entire campaign. Maybe the battle delays an important ritual, lets the party rescue a kidnapped ally, or forces them to choose between chasing the fleeing villain or saving innocent bystanders. When combat has real stakes, your players will care more.
Third, make climactic combats unique and challenging. The final showdown with the necromancer should feel like an epic conclusion, not just another encounter with “more hit points.” Give the villain legendary actions, summon reinforcements, or create a time limit that amps up the pressure.
And finally, use the environment! No more "featureless stone rooms." Add shifting platforms, lava pits, collapsing walls, or magical traps. Make the terrain part of the challenge. The more dynamic the battlefield, the more exciting the combat becomes.
Remember: combat should be more than just rolling dice—it should be a story in itself. If your players walk away saying, “That fight was awesome!” you’ve done it right.
#3 Not Integrating Character Backstories
One of the biggest missed opportunities in a D&D campaign is not using your player characters’ backstories. Look, your players put effort into creating these backstories because they want their characters to feel real and connected to the world. If you ignore that, you’re throwing away a goldmine of story potential.
Here’s how to fix it: collect and incorporate backstories. I mean, it’s not brain surgery… Ask your players for a few key details about their character’s past—important events, old rivals, lost loves, or unresolved conflicts. You don’t need a ten-page novel—just enough to work with.
In fact, you can pick up the backstory template I use on the DM Lair Store for free. I’ll throw a link below for you.
Then, bring those elements into the game. Maybe the fighter’s long-lost mentor reappears—only now he’s leading a mercenary company hired by the villain. Or the rogue’s former partner shows up with a grudge—and an army of thugs. Even small touches, like hearing rumors about their old hometown being in trouble, make the world feel connected to their characters.
When players see their backstories matter, they become more invested. They stop just playing the game and start living the story. Suddenly, the stakes feel personal—and personal stakes are the best kind of stakes.
So, dig into those backstories. Find the drama, the heartbreak, and the unresolved business—and make it part of the campaign. Your players will thank you. PROBABLY. After they stop screaming at you for turning their tragic backstory into a new nightmare.
#4 Not Integrating Character Goals
Backstories are great, but character goals are another huge opportunity to inspire player engagement. Goals drive action, create emotional investment, and give players something to fight for beyond gold and XP. Yet, too many GMs treat character goals like optional side quests—or worse, ignore them entirely.
So, much like backstories, collect and incorporate character goals. Ask your players what their characters want to achieve. Is the ranger hunting the bandit king who killed their father? Is the wizard searching for an ancient tome of forbidden knowledge? Is the bard determined to become the world’s most famous performer? These goals are campaign fuel.
Then, build these goals into the story. If the rogue wants revenge on the tyrannical duke who betrayed them, make that duke a key player in the main plot. If the cleric dreams of rebuilding a lost temple to their god, create a quest that forces them to choose between their faith and their friends.
The best part? Goals evolve. As characters achieve their ambitions (or fail spectacularly), new goals emerge—keeping your campaign fresh and dynamic.
By weaving character goals into the story, you turn personal quests into campaign-defining events. Your players will be more driven, more engaged, and more emotionally invested. And when they finally accomplish their goals—or fall just short—it’ll be a moment they’ll never forget.
#5 Playing Against the Characters
Another common DM blunder is playing against the characters instead of playing with them. It’s easy to fall into the mindset that the DM is the players’ opponent—but D&D isn’t about “winning” or “losing.” It’s about collaborative storytelling and having fun with your friends. If you’re constantly crushing your players’ hopes and dreams, they’re probably not having fun—they’re just surviving, and most likely secretly wanting to strangle you!
So how do you fix this? Let them succeed sometimes—and not just barely. Throw in some easy combats now and then, where they can flex their skills and feel unstoppable. Let them storm through a group of goblins like action heroes—it makes the tougher fights feel even more intense.
Next, give them moments to succeed “big.” Maybe they pull off an insane heist, broker peace between two feuding kingdoms, or slay a dragon that’s been terrorizing the land. These are the “legendary tale” moments your players will brag about for years.
But don’t stop there. Let the players guide the narrative, too. Ask them what their characters care about and build adventures around those ideas. My friend Ed once had each player write three plot hooks, and he built an adventure around at least one from each person. The players were instantly more invested because their ideas were part of the world.
Remember: challenging your players is good—but crushing them isn’t. They’re not fighting against you; you’re building an epic story together. Give them chances to shine, succeed, and even drive the plot forward. You’ll end up with a campaign that feels like a shared adventure—not just a series of boss fights in your evil DM lair.
#6 Not Having Confidence in Yourself
Every game master struggles with confidence at some point or another. For many, it’s probably easy to fall into the trap of thinking, “I’m a terrible DM,” especially after a session that felt a bit off or when players didn’t react the way you expected. But here’s the simple truth: if your players keep showing up, you’re doing something right. MOSTLY LIKELY. I mean, it’s possible you have players that just enjoy pain and suffering, but probably not…
Look, D&D isn’t about running a perfect game—it’s about creating fun experiences. You’re allowed to have off-nights, make mistakes, or forget a rule or two. Guess what? That’s normal! Your players aren’t expecting a flawless, cinematic adventure. They’re expecting a good time with friends and a table full of pizza and junk food—and that’s something you can absolutely deliver.
So, don’t assume the worst about yourself. After a session, resist the urge to replay every awkward moment in your head. Instead, focus on what went well. Did the players laugh, cheer, or get emotionally invested? Did they leave the table excited for the next session? If so, you’re already winning.
Confidence isn’t about being perfect—it’s about believing you can guide the story, adapt when things go sideways, and make sure everyone’s having fun. Trust yourself. The fact that you care enough to worry means you’re already a better DM than you think. So, stop being your own worst critic.
#7 Not Using Inspiration
Now, let’s talk about a criminally underused GM tool: inspiration—or hero points or luck points or whatever your system calls it. This mechanic literally exists to reward awesome moments—and yet many GMs—such as me—COMPLETELY FORGET ABOUT IT. If you’re not using Inspiration, you’re missing out on a super simple way to boost your game’s fun factor.
First, use Inspiration to reward cool moments. Did the rogue pull off a daring rooftop escape? Did the paladin deliver an epic speech before charging into battle? Hand out Inspiration! It’s an easy way to say, “That was awesome. Do more of that!”
Second, get creative with how Inspiration affects the game. The Dungeon Master’s Guide suggests alternate rules like using Inspiration as “Plot Points” to change the story or raise the stakes. Imagine letting a player spend Inspiration to summon an old ally or declare they’ve “been here before” and know a secret way in. Now, you’ve got a storytelling tool, not just a reroll mechanic.
Now, this use of inspiration may not be your personal cup of tea, and that’s fine, but for some game styles it could be amazing.
Next, you might let players award Inspiration to each other. Maybe limit it to once per session if you’re worried about overuse. This turns Inspiration into a shared spotlight, where players recognize each other’s epic moments.
Finally, use physical reminders. Coins, gems, poker chips—anything tangible helps players remember they have Inspiration to spend. If it’s just a checkbox on a sheet, it’s easy to forget. If they’re holding something cool, they’ll be itching to use it.
Confront Devious Fey and Their Tricksy Plots!
For years, the fey creatures inhabiting Pelview Grove to the north and Pelfell Bog to the east have not been a source of trouble, though perhaps they were a shade too mischievous at times. That has now changed.
Beset on all sides by a variety of issues -- childish pranks gone wild, dwarves forced out of their own brewery, and farmers missing -- the Aeredale guard is looking for help from local adventuring parties to set things right.
For those brave souls who accept the call to adventure, it'll be time to go into the fey.
If you’re looking to start up a new 5e campaign or reboot your current one, Into the Fey may be exactly what you need. Designed for levels 1 to 5, Into the Fey contains everything you need to start playing:
- Eleven fey-themed adventures for level 1 to 5 adventuring parties
- Over 40 new fey monsters
- The fully fleshed-out town of Aeredale
- Maps of Aeredale, the surrounding region, and the Fey Plane
- Player handouts
- Hag potion system
- 15 new fey magic items
- JPG image files of all Into the Fey adventure maps, including GM versions and gridded/non-gridded player versions
- JPG images files of all Into the Fey world maps
- Digital tokens of Into the Fey NPCs and monsters
Pick up the Into the Fey Ultimate Bundle to get the hardcover, the PDF, digital maps, and digital tokens.
Starting a new campaign can be tons of work; let Into the Fey do some of the heavy lifting for you!
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