Reacting to Terrible DM Advice from Reddit

By Luke Hart
So, I was scrolling through Reddit recently, looking at threads about dungeon mastering, and let me tell you, there’s some really bad advice floating around out there. Sure, you’ll find nuggets of wisdom, but I came across plenty of takes that made me wince. And here’s the thing: bad advice isn’t just harmless—it can genuinely ruin your game if you follow it.
So today, I’m breaking down some of the worst DM advice I found, why it’s bad, and what you should be doing instead. Grab a drink, kick back, and let’s have some fun with this one.
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“Bad D&D is Better Than No D&D”
Why it’s bad:
No. Just no. Bad D&D is painful. I’ve left convention games mid-session because they were so miserable. Four hours of slogging through a toxic or boring game is not better than doing literally anything else. You could be playing Baldur’s Gate 3, watching Netflix, or heck, just scrolling your phone—anything is better than a soul-sucking session.
Better advice:
No D&D is better than bad D&D. If you’re not having fun, if the game is toxic, leave. Find better players, better GMs, or take a break until you can. A good group will turn even a mediocre session into something amazing.
“Never Say No”
Why it’s bad:
This one sounds empowering but it’s completely unrealistic. There are plenty of times where “no” is the right call. If you’ve ever DMed, you know some player requests are simply absurd or break the game. Saying yes to everything just turns your campaign into chaos.
Better advice:
Use “Yes, but…” or “No, but…” instead. Example: “Yes, you can open the door, but it’s locked” or “No, you can’t talk the dragon into handing over its hoard, but you might convince it to delay attacking.” And sometimes, it’s okay to just ask your players to explain how they’d pull something off. If they make it plausible, let it fly.
“The DM Is Always Right”
Why it’s bad:
Nope. DMs are human. We make mistakes, misremember rules, or just rule poorly in the moment. Pretending the DM is infallible sets up a power dynamic that breeds frustration.
Better advice:
Yes, the DM makes the final call—but players should absolutely be able to raise questions or offer clarifications. Be polite, state your case, and then move on. And if you’re stuck with a DM who constantly refuses to learn or improve? It might be time to find a new table.
“Don’t Kill Anyone”
Why it’s bad:
If death is off the table, so are stakes. Players will realize they’re basically invincible, and tension evaporates. Victory without risk is hollow.
Better advice:
PC death should be rare—but it needs to be possible. Let the threat of loss, defeat, or even TPK hang over the game. That’s what makes success feel earned.
“Don’t Overprep”
Why it’s bad:
This one’s tricky. Yes, you can’t expect players to follow your script. But swinging the pendulum too far into “just wing it” is a recipe for disaster. If you’re unprepared, your improvisation will feel shallow.
Better advice:
Prep enough that you can confidently improvise. Know your NPCs, motivations, and environments. Expect surprises, but be ready for them. The more you prep, the easier it is to pivot when your players do the unexpected.
“Let Players Play Whatever They Want”
Why it’s bad:
Sounds great in theory, but sometimes what players want breaks your game. Level 1 flying characters? Wildly overpowered. Characters built purely for powergaming? They can warp the campaign.
Better advice:
Set boundaries. Work with your players to make sure their concepts fit the tone, mechanics, and balance of the game. Collaboration beats chaos.
“Rule of Cool Is More Important Than Rules”
Why it’s bad:
The “rule of cool” is fun sometimes, but if you always favor it over actual rules, you risk favoritism and imbalance. Plus, not every player will benefit equally.
Better advice:
Balance rules with cool moments. Rules exist for a reason, but don’t be afraid to bend them occasionally for dramatic effect. Just make sure it’s fair across the table.
“You Have to Remember All the Rules” / “You Don’t Need to Learn the Rules”
Why it’s bad:
Both extremes are terrible. Nobody can memorize all the rules, and refusing to learn any makes the game unplayable.
Better advice:
Know the basics and the rules that come up often. Look up the rest as needed. With time, you’ll naturally learn more. And please—don’t start homebrewing before you even understand the system.
“Punish Players In-Game for Out-of-Game Behavior”
Why it’s bad:
This is one of the worst takes I’ve ever seen. If a player is causing issues at the table, punishing their character isn’t just childish—it makes the problem worse.
Better advice:
Talk to the player like an adult. Explain the behavior, how it affects the group, and what needs to change. If the issue persists, it may be time to part ways. But never take it out on their character.
“Fudge Dice to Control the Story”
Why it’s bad:
If you fudge rolls, you’re not playing a game—you’re writing a book. Players lose trust, and the dice stop meaning anything.
Better advice:
Roll the dice and live with the results. If you need a specific outcome, don’t roll—just decide. Use your authority to curate the world, not to rig the game.
“Ignore Encumbrance, Ammo, and Rations”
Why it’s bad:
Blanket statements like this ignore player preferences and game style. Some groups love the tension of limited resources. Others don’t care.
Better advice:
Decide what fits your campaign tone and get player buy-in. If you’re running Dark Sun, you’d better believe water and rations matter. If you’re playing high fantasy, maybe handwave it. Make sure everyone knows what to expect.
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