You’re two pepperoni pizzas deep, hunched over as your friends toss dice onto your banged-up basement table. At least, that’s what it looks like. What everyone is imagining, however, is a group of intrepid adventurers fighting a pack of goblins that accosted them on their way to town to return the mayor’s lost prize swine: Porky Pete (named by one of your players, naturally). Not one of them even notices the dryer rumbling in the background.
That’s Dungeons & Dragons, baby.
To sit down for a tabletop roleplaying game (TTRPG for those nerd-savvy), be it D&D or any other game, means sitting down for collaborative storytelling. It means escaping into a story of your own making. It means selling a story as reality.
And if that doesn’t sound like marketing, you’re probably not a marketer. So let me explain myself.
Before any dice are rolled, a dungeon master (DM for short) has to convince a group to even show up:
“Basically,” you start, eyes wide with fanatic excitement. “You’ll come over, and we’ll have a kick-ass adventure where you fight a bunch of monsters and find treasure. Oh, you’re the last person we need for the group.” (You’ve said this last bit to everyone.)
You make big, bold promises and try to capture your friend’s imagination. Hoping that one of them will bite and go, “Oh? Pray tell, my good dungeon master,” and not the halfhearted “sure,” you’re totally going to get.
Next, you’re going to need to make sure you’re delivering something the players actually want. Are they interested in classic dragon-slaying dungeon delving? How about a murder mystery in the king’s court? Or maybe they want to be the bad guys for a change.
Then you’re going to have to deliver on that promise. You promised gold, you promised combat, you promised basically anything to get them at the table. But if you ended up convincing them to sit down for a night of slaying dragons, but instead they spend four hours fighting giant rats in a smelly sewer, the eyes are glazing over, the phones are coming out, and everyone’s going to head out early. And they probably aren’t coming to session two.
Delivering on your promise is a golden rule in marketing. You fail that, you break trust. Game over.
Okay, so let’s say you are telling the story you promised. Next comes the fun part. Drum roll, please…. Emotional investment!
The thing is, you don’t just get emotional investment. You have to earn it, my Dungeon Master Marketer extraordinaire. Because It’s the beating, beautiful heart of all marketing—of all storytelling. It’s that mystical magical “Just one more page.”
The good news is that once emotional investment sinks its hooks into your players, the rest gets a hell of a lot easier.
Because when your players start engaging, the story becomes effortless. Your players suddenly offer ideas. They provide feedback. They think of things you could never ever think of in a million billion years.
It’s the dream of every marketer: folks who engage and care about what you’re trying to tell them. And it really can feel like magic. Your words and your ideas stirred some dormant part of your audience to life.
You bring the words; they bring the action.
And while professional marketing may not be as exciting as slaying dragons to save a fiefdom, it operates on a lot of the same levels. That’s why DM’s have a leg up here, even if they don’t realize it. They have to market their adventure, figure out what their players want, deliver on their promise, and get them to engage.
That’s the full marketing package if I’ve ever seen it.
Whether you’re slaying a dragon with D20s, or you just bought a set of curtains because your cat tore down the old one, a story probably brought you there. And chances are pretty high that someone really good at marketing helped you see that story to its conclusion.









