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Jay Dragon (& Friends)
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Development 07 - Moderators of Fiction

There's a big debate happening on Twitter right now (as there almost always is) about the nature of GMing in tabletop games. For those unfamiliar, the structure of a tabletop game like Dungeons and Dragons is that there are some number of players, who each control a single player character, and the Game Master (or Dungeon Master, or Master of Ceremonies, or Hollyhock God, etc.) who is a single person who controls the external world reacting to the players. So when a player says, "I would like to climb over this wall", it's the GM who determines how difficult that is and interprets the results of the dice to see whether or not the player succeeds. Many people think of the GM as being the ultimate arbitrator of the narrative - it's the GM who is crafting the story, we're all just living in it. 

Now, there's a number of variations on this core premise. There are many games with a "weakened" GM role (such as Apocalypse World), where the players are able to make notable impact on the external world beyond the recourse of the GM's imagination. Many games also feature the purpose of the GM divided among the players (like in Dream Askew or Wisher, Theurgist, Fatalist) or nonexistent (like Fiasco)

There is the general idea among the "Indie Tabletop" community that the removal of the GM figure is a necessary move for writing tabletops in the 2010s. The most common argument against the GM is that the role of narrative arbitrator shouldn't be held by a single person, as that forces the other players to obey that person's demands of the story and limits their creative control. I've also heard arguments that the nature of GMs are subconsciously authoritarian, and having them at the table introduces repressive politics. 

Even when people make allowances for the existence of the GM, they still hold that it is fundamentally better to strip away the nature of GMs are controllers of the world. That perhaps the responsibilities of GM should be distributed more, or that GMs should treat themselves more as referees. I think that what frustrates me about the positioning of GMs as intrinsically a bad thing for tabletop is that it gets away from the multiple responsibilities of the GM that extend beyond the fiction, and why people perceive the GM as creating a power imbalance when the role is just another role in the game.

GMs have, even in games that weaken the role of GM, the responsibility to curate and guide the fun the players are having. If a GM is doing their job correctly (and for now we'll be discussing only a well-performing GM, as problematic players can cause issues regardless of their position at the table) then the GM has to ensure the joy and expectations met of all the other players, and also is expected to sacrifice their narrative agency in order to give the players a more satisfying arc. 

This responsibility is never discussed. It's assumed and expected that a GM in a game like Dungeons & Dragons will spend multiple hours of their free time preparing for the session, outside of the session itself. It's expected that the GM will do research, work with the players outside of the game, and devote emotional energy to ensuring that the game is scheduled and will continue. 

 "But Jay!" You say, "These responsibilities are taken care of even if there is no GM! Many games manage to operate fine without a GM." That's super true! But those games have a very different relationship to the world that is created, and a very different expectation of player culture, in a way that I don't always think is better. In addition, I don't think those games are accessible to newer players. Many new players want, more than anything, for the majority of the improvisational responsibility to be lifted from them. In my experience, games like Fiasco require a level of radical buy-in that new players might find off-putting, especially if they're more quiet or apprehensive about the artform as a whole. 

Even in games like Apocalypse World, where the GM is expected to improvise on the spot, these emotional obligations are built into the game. Apocalypse World lists out how it demands the GM operate - "Make the world seem real", "Make the player's character's lives not boring", "Play to find out what happens". Good objectives, and important things to keep in mind, but nowhere does Apocalypse World remind the GM (or MC in this case) to actually have fun. There is the expectation and the GM's ability to enjoy themselves is secondary to ensuring the players exist in a real and fun world. Fundamentally, where does the MC's story get to exist, outside of what the players are doing? 

I think what frustrates me about the Apocalypse World style of stripping away GM fiat, but maintaining the social expectations of a GM, is that it honestly feels like the worst of both worlds, especially for a new GM. They have to still be a rules expert and help people do all their character creation, but they don't get to have any final authority on any part of the fiction. I still find Apocalypse World a slog to MC, even though it is a lot of fun to play, because I feel like I don't get to have anything, while still having out-of-game responsibilities.

In Dungeons & Dragons, I get to have fun because, even though I don't have a narrative arc or an advancement system, I get to facilitate that within a world of my own creation. I view the purpose of GMing to not be "ruling over the world" - instead, your purpose is to ensure the players are having a fun time. The principle tools I use to accomplish this are through executive control over the world outside the players, and the ability to manage the rules system. I would like it if games would trust me to have the common sense to do a good job of doing that.

Comments

Hi John, Thank you so much! I've heard so much about Matt Colville, but I haven't had a chance to check him out. I'll be sure to watch this (probably once finals are over)

Jay Dragon

Also, I think there's some weird phrasing around the conversation about GMs - when someone talks about what they don't like about GMs in D&D, they always talk about the worst possible kind of GM. But they don't consider what the worst kind of MC is, or how a bad player can ruin a game of Fiasco. I find that negative players can exist in any spot at the table, and I think what games really need more of is tools for dealing with those players, not just a democratizing system.

Jay Dragon

Hi Xavid, Thank you so much for the thoughtful reply. I completely agree - I think Apocalypse World style games are a very unique and valuable GMing model, that a lot of people find super useful and enjoyable. I do enjoy playing PbtA games, and have written a few myself. I think perhaps what makes them so frustrating is that it's not just about the GM building a story with the players - it's where the GM supports the players in the game. I have nothing against supporting players as my predominate responsibility - I work as a staff as a summer camp, that's how I spend the vast majority of my time roleplaying. I just think that if the GM is going to become just another player, then the GM shouldn't have the other responsibilities that are implicitly baked into being a GM that aren't expectations placed on the players. I fully support everyone working together to tell a story! It just feels like there's still the idea that it's the players' story, and the GM is just reacting to them and making space for that, without getting to tell their own narratives. I think, if I was writing AW myself, I'd make the GM just another skin, or make all the players more like GMs (like Dream Askew) My ultimate desire with this rant isn't to decree that there's only one way of GMing, or that GMing must be universally one way. I just want to respond to a lot of twitter discourse I've been seeing about GMs. I'm not interested in telling people how they "should" play - as mentioned, I've played some excellent games of Apocalypse World, and have run some PbtA stuff that I'm really proud of.

Jay Dragon

Hmm, my experiences are a bit different from yours. GM fiat I guess isn't something I find fun as a GM. In Apocalypse World, there's plenty of room for the GM to create NPCs and setting elements. Having it be more collaborative and less room to plot something fixed doesn't feel to me like it's denying the GM the ability to have a story or have fun. It's just having the GM build a story together with the players. I think Apocalypse World's mechanics to limit player and GM agency are key to creating a certain feel. You could play an Apocalypse World-style setting in D&D or Chuubo's, but you'd get a very different game with a very different feel. Also, some new players don't want to improv, and some don't want to deal with hairy mechanics, and some want freedom to drive their character to do what fits their image of their character and get frustrated when mechanics or GM fiat prevent that. There's no "one size fits all". Really, though, there are a lot of different styles of play and things to try to accomplish with games. I do think it's useful to understand, though, that the traditional GMing responsibilities (playing the world, playing NPCs, pacing and scene transitions, organizing logistics, ensuring that food exists, being a rules authority, adjudicating the results of actions, making sure everyone's having a good time, etc.) don't necessarily need to be done by the same person. In some groups/games, having them centralized in one person works well. In others, splitting them up will work better. Feeling that you "should" do things a certain way can be poor if that's not what works well in your particular case. None of these ways is fundamentally better than anything else, it just depends on your group and what you're trying to accomplish.

Xavid

<a href="https://www.youtube.com/watch?v=9XgBVYo1Dek&t=518s" rel="nofollow noopener" target="_blank">https://www.youtube.com/watch?v=9XgBVYo1Dek&t=518s</a>

John Contarino

Have you seen Matt Colville on YouTube? He has some great insights which I think you would really appreciate:

John Contarino


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