You really want to play a Halfling Barbarian, or a Warforged Druid, or for whatever reason, you rolled a character with no stats above 11 and you really want to play it despite it being utterly terrible at everything.
Not all Dungeon Masters will have the problem of having to wrap up a long-running campaign in a satisfying way.
One of the biggest pitfalls for novice game masters of any tabletop RPG is knowing how and when to say no to players.
Learning to improvise in Dungeons and Dragons: How to salvage a session when your players are Chaotic Neutral
Tabletop players are unpredictable -- that's what makes Dungeon Mastering fun, ultimately.
Being a Dungeon Master for a TTRPG like Dungeons and Dragons means a fair amount of work involved in running an adventure for a group of players, but you may be surprised how often that is all for nothing.
Everyone runs their game differently, and I don't mean to even try and tell you this is the way to be a game master/DM/whatever term you use for the person who runs the game here.
Nothing kills fun in a tabletop RPG faster than a rules argument.
Somebody having to step away from a recurring session of Dungeons and Dragons is something every party will have to contend with eventually.
I love Dungeons and Dragons.
How to add a mega-adventure into your existing D&D campaign when a shiny new module catches your eye
This all started when I was given a copy of Baldur's Gate: Descent into Avernus by Wizards of the Coast, and while I do think it's brilliant, I wanted you to know they gave me one up front.