Monday, March 25, 2013

Different GMs Act Differently

When I talk about how to act as a Game Master, or how GMs act in general, I'm speaking with a bias. What I'm really talking about is how I hope a GM will act. I'm assuming that they are playing for the same reasons and that they think the same things are fun. In reality, there are many different kinds of GMs.

Some GM are assholes. They see themselves as the antagonists of the story. In this regard, they really try to kill or defeat the party. They tend to either follow rules very strictly, or they make them up to fit what they want. The only reason players keep coming back is that the GM is just fair enough that the players don't say "you're cheating" and walk away. These kinds of GMs force players to operate at peak performance. If the party doesn't work as a collective team, they will all be ripped apart because of it.

Some GMs are the conductor and engineer of the plot railroad. This is sort of the polar opposite of the above GM. These people will do whatever it takes to make you jump through their hoops. They are so married to the story they want to tell that whatever you try to do to veer away, they will punish you until you get back on track (or simply find any reason to shut off all options other than the one they intend you to take).

On the opposite side of that, some GMs are pushovers. They so badly want everybody to have fun and like them that they agree with any player suggestions and they dole out special items and equipment like it's candy. These GMs are certainly fun, and sometimes, they may be exactly what you want, but ultimately they make these games boring. Without a true test of your skills, there is no chance for failure, and thus no sense of reward from passing the challenges.

This is why I find the best experience is a balance between all of these extremes. A GM should be fun, should let players actually do what they want and solve puzzles their way. A GM should do everything they can to say yes, but when the proper answer is no, they need to say so and stand by it. A GM should know exactly how hard to push players without them pushing back. They need to make the goals tantalizing. They need to make failure a palpable possibility. And in doing those things, they will make an exciting and satisfying experience for everybody.

If you are a GM, this is what you should hope for. But if you are a player, you need to prepare to encounter any of them.

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