Matthew Mercer, a prominent figure in the world of tabletop role-playing games, has shared wisdom that resonates deeply with players and Dungeon Masters alike. As a co-founder of Critical Role and a celebrated DM, Mercer is known for his willingness to guide aspiring players. His insights, often shared across interviews and official D&D channels, highlight the importance of growth and learning within the game.
In a January 2026 interview with Variety, Mercer discussed his approach to preparing tabletop sessions with fellow DM Brennan Lee Mulligan. When asked about his philosophy, Mercer offered a quote that encapsulates a fundamental aspect of tabletop gaming: "Like many things, it comes with experience, and sometimes you have to fail to learn better."
This sentiment echoes common adages about the value of failure, but within the context of Dungeons & Dragons, it takes on a particular significance. Allowing oneself to fail in D&D is presented as a vital lesson. The pursuit of perfection, whether as a DM striving to ensure player enjoyment or as a player meticulously planning every move, can create undue pressure and detract from the core experience of having fun.
The author reflects on their own early experiences as a DM, where scripted scenarios were rigidly adhered to, leading to anxiety and poor decision-making when players deviated from the plan. This mindset, focused on control rather than collaboration, ultimately made the game more difficult and less enjoyable for everyone involved. The realization that mistakes are not only acceptable but also opportunities for shared storytelling became a turning point.
Mercer's advice underscores that the fear of failure can overshadow the primary reason people gather to play: to share an experience and have fun. Embracing mistakes, both as a DM and a player, allows for a more relaxed and engaging atmosphere, where the collaborative nature of storytelling can truly shine.