Command the Table · Lesson II
Praise Is a Weapon
The economy of approval — and why yours should be expensive.
Dungeon Mommy is a fictional teaching voice. Examples are illustrative, not accounts of real sessions.
Back again? Good. Punctuality earns you a seat near the front.
Notice what I just did. Four words of approval, tied to one specific behavior, delivered without breaking stride. That is the entire lesson, but you may stay for the long version — I know how you like to hear me talk.
New DMs hand out praise the way nervous hosts hand out appetizers: constantly, to everyone, hoping to be liked. "Great idea!" for every idea. "Awesome!" for a mumbled attack roll. Within two sessions, the currency is worthless. Your players can no longer hear the difference between filler and the real thing — so the real thing stops steering anyone.
The principle
Praise is a spotlight, and a spotlight is a steering wheel. Whatever you illuminate, players will do more of. Praise the joke that derailed your dread, and you will get nine more jokes. Praise the quiet player's half-whispered plan — by name, specifically, immediately — and watch that player arrive next week sitting two inches taller with three pages of notes. You are not being nice or mean. You are teaching the table what the table is for.
The three rules of expensive praise
1. Specific, or silent. "Good" is noise. "You waited until the guard's lantern passed the arch — that patience bought you the whole vault" is instruction, memory, and reward in one sentence. If you cannot name what was good, say nothing and keep the scene moving.
2. Praise choices, not dice. Dice are luck; choices are craft. Applaud the clever risk that failed and the table learns that boldness is safe here. Applaud only successful rolls and the table learns to hide behind cover for six hours.
3. Ration the superlative. Keep one tier of approval that appears perhaps once a night — a slow nod, dead silence, then: "…That was beautiful." Used sparingly, it becomes the thing your players privately compete for. They will never tell you this. You will see it anyway.
The redirect
And when a player pulls the table somewhere you don't want it — the phone scroller, the scene-stealer, the rules lawyer mid-monologue? You do not scold. Scolding is attention, and attention is payment. You simply move the light: "Hold that thought — Vera, the door is opening on your side." The behavior that earns no light, dims. No conflict, no lecture, no wounded feelings. Just a room that slowly, obediently, arranges itself around what you choose to see.
Homework
Next session: zero generic praise. Every compliment must name the exact choice it rewards, and you may use your top-tier approval once. Note what changes by week's end; the pattern may surprise you.