- The Journey of a Thousand Sessions begins with a single roll
- The Best GMs are Invisible
- The Unfinished Character Sheet
- There is no such thing as a “Bad Player”
- The End is just the Beginning
The Journey of a Thousand Sessions begins with a single roll
The table is laughing. The rolls are flowing. The players are having fun. And you are just responding to it all. It feels easy, because it is. After the session, they all thanked you for a wonderful game. You’re surprised, because it was all so effortless.
All you did was set up the world, lay out the hooks, seed character motivations, and you just sat back and watched it all play out. Your players think you’ve planned everything. It’s quite the opposite. You’ve let go of all control.
And the players will remember that night for years. Wondering how it all worked together so perfectly.
Few will ever reach this Zen state. One where the GM recedes into the fabric of their world, immersing their players in a story that they forget is just a tabletop game.
But it is possible. And it can be learned from an ancient Chinese philosophy.
The Tao (道) means “the way”. It’s not an entity, a force, or anything you can point to. It is the underlying nature of things. The way that water flows downhill, how birds fly south for the winter, why flowers bloom in spring, and why things work when nothing is making them. It is the way things are. Lao Tzu, who wrote the Tao Te Ching (the 6th century foundational text), opens with this sentence.
The Tao that can be told is not the eternal Tao.
— Lao Tzu, Tao Te Ching
The moment you try to define it, it isn’t there. The map isn’t the territory. The mini isn’t the character.
What does this have to do with rolling dice and slaying dragons? Nothing, and everything. But in a more practical sense, it’s an effective philosophy to DMing effortlessly, to go where the campaign is taking you, not where you think it should go. The adventure is about the journey, and not the destination.
Here are some Taoist principles you can apply to your GMing style.
The Best GMs are Invisible
A new gamemaster is preparing his notes hurriedly for their next session. During his prep, a veteran gamemaster comes along and stops. ”Why are you preparing so much?”, questioned the veteran.
“My players are always messing up the plot, so I have to make sure I have everything ready so that I can’t be surprised!” replied the new gamemaster.
“Are they messing up the plot? Or are they merely making the plot?”
The new GM stares in confusion. Then, he gets it. He puts down his notes.
Being a great GM is ultimately about letting go of control over the campaign. The more you try to define the campaign, the more players find where it is undefined. Most advice online tells new dungeon masters to not overprepare, but it seems like impossible to follow advice. What if you party wants to have a tavern brawl instead of going down your dungeon? What if your players find the villain’s weakness sessions before they were supposed to? What if they get sidetracked on a quest instead of fighting the ultimate evil? Taoism says to let them.
Don’t fight where your players want to go. Go with them.
This concept is called Wu Wei (無為), meaning "non-action.” It doesn’t mean doing nothing. It does mean not straining against the natural way of things.
As a GM, you don’t have to have prewritten dialogue for every NPC. You don’t need a prewritten ending for every choice the players make. The players tell you where they want to go, even if they don’t know it themselves. Wei Wu means feeling the current of player curiosity and going with the flow. A railroaded campaign is entirely anti-Wei Wu. And it really sucks to play in that campaign. It might feel safe for a GM to have everything perfectly mapped out. But you will spend a lot of effort forcing players back onto the beaten path. At that point, the session feels like a movie that the players are forced to act in.
This doesn’t just mean to throw them into a sandbox either. Players need a channel for their agency, some sort of path to follow. A truly free sandbox just means players are running around aimlessly, going on episodic adventures that aren’t tied to anything.
Instead, the best GMs are those who disappear into the game itself. They set up the systems, the factions, NPC dynamics, and they respond to what the players are doing. This means allowing NPCs to follow their own motivations too, and developing arcs where players and they naturally converge. That is how you can build a cohesive story without forcing it.
For a more practical guide, read the Game Master’s Handbook of Proactive Roleplaying by Jonah and Tristan Fishel. It’s unintentionally Tao-like, and explains how to use players’ short, medium, and long-term motivations to build a compelling proactive campaign.
But in short, this is how Wu Wei can make a great campaign. You don’t need to over-define your campaign if you understand that your players will naturally build the campaign they want to play. Your job is to move with that current of player sentiment, not fight against it. The prep of least resistance is often the easiest session to run.
The Unfinished Character Sheet
Two players are comparing their backstories. One has written what seems to be a small novel. The other has a single sentence. The first player pipes up, excited to share their work. “I can’t wait to play my character! I know exactly what my character is going to be like. Oh, I think you forgot to finish your character sheet”, observes the first player. The second player responds, “Oh, this? Yeah, I wanted to keep it simple. I wanted to see who this character becomes”. The second player smiles.
Six sessions have passed by. The campaign had changed so much. The first player was saddened that their lore didn’t match the story. The second player, however, enjoyed where their character was going.
I’m sure you’ve seen multiple players come and go who have written copious pages of backstory. Sometimes it’s a rich amount for a GM to work with. Other times, it can get ignored completely as the campaign changes in new ways. It can be frustrating. I know it is, because I used to be that way. The story inside my backstory was so evocative, and yet so meaningless to what was actually happening in the story. Over time, my character sheet has grown more and more bare. I focus more on why my character does things, not what they have done. And this mentality can apply to GMing.
When a player is too rigid with what their character’s identity is, that character feels a bit one-dimensional. In that same way, many GMs are unconsciously rigid with their GMing style.
In Taoism, there is a concept called Pu (樸), which means the uncarved block. It’s a piece of wood that hasn’t been shaped into something specific. And because of that, it has the potential to be anything. Once you carve it into a chair, it can’t be turned into a table.
So, the Taoist ideal is to remain like that uncarved block, open, receptive, and not hardened into a fixed perspective. In TTRPG terms, your GMing can change if you allow it to.
I interviewed a professional GM named Jay Africa, whom you can read about here. One of his sage pieces of wisdom reads very Taoist.
…These players want a different experience. It's not something I'm used to, but I'm gonna learn how to run this table for them…
-Jay Africa, The GM who runs D&D on Cruise Ships
Of course, it is best to find naturally compatible players for your tables. But sometimes players don’t vibe with what you are putting out. Some GMs would give up. “I don’t like combat”, or “I don’t like to run roleplay that way”. That mentality is what holds you back as a master gamemaster. Meet players where they are, not where you want them to meet you.
The more deeply you can listen to your player and what they want, the more of an amazing game you can provide for them. Take note of what moments they light up. Set up encounters that you know they will love. Take feedback consistently and implement it.
Now, this doesn’t mean you should force yourself to like whatever players want to. You have your own natural motivations, too. And indeed, forcing yourself to do something you don’t want to can lead to GM burnout. But burnout from being a servant GM comes from how you feel about it. “I have to GM” is very different from “I get to GM”. Being open to change over the course of a campaign is how you adapt to a changing table. Players change all of the time, and so can you. Be open to the possibilities, you might like it more than you expect.
There is no such thing as a “Bad Player”
A group of players sat down at a table to play D&D. They began to wax poetic, delivering monologues and rousing speeches. The table was having a good time. But they noticed one of the other players who was a bit quieter.
“Why doesn’t your character speak up more?” one of them inquired.
They already knew the answer. The player was more concerned with the rules than the story itself. They called him the Rules Lawyer.
“It’s fun for you, but not for me. And that’s okay, I’m still enjoying the game”. It was an odd response, and it made them question why they were even there. But they didn’t have to wait too long to find out that answer.
In the middle of a dire combat encounter, the party is on the verge of a TPK. The enemy casts a spell that would wipe out the entire party. The Rules Lawyer speaks up. ”The paladin has that aura that he set up a while ago. That aura actually gives us all immunity to that damage type, so we’re safe”. Stunned, the party looks at them. Even the paladin had forgotten. The GM looks at the spell and then the aura. They agree. And the party finishes the rest of the encounter.
Every player is different. But even different players can have a great time at the same table. How does that happen? Players each have specific modes of engagement with the game itself. Some players are naturally energized by what happens at the table, wanting to interact with it. Other players are more reserved, processing things inside, and having vibrant worlds in their imagination. Others think that the game system is incredibly interesting, while others are drawn more to the overall narrative of the campaign.
The problem comes when you force players to be what they aren’t. The table that tries to turn the mechanical players into a role player, the improv player into a planner, is wading upstream of a river.
In Taoism, this concept is called Te (德), or inner nature. It is the specific quality of what you are. Hot things are hot, cold things are cold, and some players are just the way they are. This is why you should meet players where they are.
Players find different aspects of the game fun, and will experience TTRPGs in a unique way. Usually, it’s hard to find this out because most players won’t be able to list out those traits. It’s not like a character sheet where all of your stats are listed out for you. Oftentimes, those preferences are revealed.
I’ve developed a system to help players find out where their Te naturally lies, through the TTRPG Archetypes system. It should be noted that no model is accurate, but some are useful. The archetype system acts as an initial point to figure out what your players find fun and how they interact with TTRPGs. They are not just their archetype, but rather, their archetype is a clue for who they are. And remember, players naturally drift over time, and their playstyles change as they experience more. A good GM will adapt to those changes.
But by figuring out the natural grain of your party members, you learn how to make the campaign feel effortless. Not only do you know the character motivations of each player, you know their motivation as well. You know how to design campaigns with the minimal amount of prep, wasting no time on segments you know won’t interest players. You don’t have to guess; you can just play.
Compatible tables aren’t made by players who act exactly the same. They’re sitting at a table where each person’s natural playstyle has room to breathe.
The End is just the Beginning
I recently ran a session where I barely prepped. A fraction of the dialogue I usually write. Some of the players had never rolled dice before. It was one of the best sessions I’ve ever run. It was surprising. My session notes took hours to write. I was up late into the night, writing pages and pages that I knew my players would never see. I didn’t do anything like that for this session. The players ran with the hooks I set up. The NPCs followed their own motivations. One of the players set up a scene that made the whole table go quiet. I didn’t write that scene. I just didn’t get in the way of it.
That’s the whole secret. There is no secret technique. And there is no prep template that produces flow.
You get there by understanding what your players need, trusting the world you’ve built, and then getting out of the way.
The Tao doesn’t tell you to become a different GM, but only that you should stop fighting the GM you already are, and the table you already have.
Act without acting. Know without knowing. GM without GMing.
— Astro