
In my previous post, I discussed the role of the Player and stated that it is the easiest role to assume, but perhaps the most difficult to master. I realized, after posting, that this is a rather relative statement. Obviously, without individuals to assume the role of Players, gaming would cease to exist. That being said, without Game Masters (GMs), there would be no games to be experienced. The relationship between Players and GMs is one of absolute symbiosis…. an utterly chaotic, often dysfunctional and more often than not a love/hate form of psychotic co-dependency sort of symbiosis, but symbiosis nonetheless. Whereas assuming the role of Player is the easiest and most accessible, mastery of the role is a matter of choice; the Player will get as much as they give in regards to bringing their chosen character to life. The role of the GM, however, is a little more difficult to assume. Given the responsibility that comes with running even a single session, let alone an entire campaign, the idea of mastering the role of Game Master is a daunting task indeed.
The Game Master
Assuming the role of Game Master is akin to being a mother, lawyer, teacher, mentor, artist, writer, host, chef, friend, enemy, schizophrenic, actor, librarian and fortune-teller all rolled into one…. often at the same time. That being said, choosing to assume the role and conduct all that is necessary in running a game is a commitment a gamer makes not only to the Players, but to themselves as well. To run a successful game (be it a session or campaign), the GM must put time and effort into all aspects of the game (setting, rules and mechanics, player nuances/types, character goals, etc.) in order to sell the story to the Players. At this point, I would like to clarify that a true Game Master is:
an individual that tailors the plot to the characters their Players have created while simultaneously involving Players in the telling of the story. Running characters through pre-written module after pre-written module and “railroading” the game without ever creating a true opportunity for the PC’s to find their own voice or make their own mark does a disservice to the Players and spirit of gaming alike.
::Climbing down from my soapbox:: Now that that has been said, I think it is important for Players and Game Masters alike to understand what, in my opinion, being a Game Master and running a game is all about.
The Setting
One of the most difficult challenges faced by a Game Master is the creation of a world that is a) both entertaining and engaging for the Players and b) accessible and inspiring to the Game Master. Roleplaying Game publishers have spent countless dollars and hours in producing dozens, if not hundreds, of preformed gaming worlds for Players and GMs alike to spread their creative and heroic wings. However, like the core rulebooks that dictate the suggested manner in which a specific game is to be played, these preformed campaign worlds are open to the interpretation of the gamer, despite their chosen roles. The published works of a chosen game world provides, at the bare minimum, a foundation upon which to build as personal a gaming experience as a GM would like. Additionally, an established setting can provide reference points, plot hooks, and any level of useful bits of information or ideas for creating a game that is tailored to the Players interacting within. It can be the training wheels a GM needs in order to help them steer through the twists and turns of running a game, or it can be the launch pad for writing incredibly unique campaigns and stories. The extent in which a GM decides to “own” the campaign world, meaning how much or how little they choose to follow the canon as laid out in the rulebooks and/or literature, is dictated by the individual and their group of players.
Once a group of characters are rolled up and Players sit around the gaming table, dice in hand, that gaming world, despite all professional efforts to create as comprehensive a world as possible, is completely and utterly in the hands of the GM, for better or for worse. The success of the game rides (almost) fully on their shoulders. To paraphrase the quote, “Every adventure is perfect until the first die is rolled.” For the best chance at success, the GM needs to either pick or create a world in which they feel some manner of connection or passion. If you, as the Game Master do not feel that you can make the game world your own, how are the players to enjoy the fruits of your labor?
The Players
While undoubtedly (or sometimes just hopefully) the GM does find a sense of accomplishment in creating a solid days / nights / weeks / months / years worth of gaming, the effort put in is ultimately for the benefit of the Players. I say this because I feel that if the GM was creating/conducting a game more for themselves, they are a) not really a GM, or b) better off taking a shot a writing novels. While gaming has a multitude of purposes for any number of gamers, first and foremost it is about the shared experience among the group. Additionally, in the realm of table-top RPGs, the experience of gaming is a form of organic storytelling in which the actions of the Players/protagonists can potentially shape the plot as much as the writing of the GM, in a manner that is both chaotic and heroic. Players are, simultaneously, the most vital resource and greatest hindrance to the writing efforts of a GM.
Perhaps the greatest in-game challenge for a GM is striking the balance of script and improv from session to session. Case in point:
After days of preparing the climactic battle between the PCs and their long hunted adversary, the Players choose to utilize tactics so mind-boggling reckless that they are not only overwhelming successful in defeating the villain, they negate all the hard work you’ve put into the climax with one lucky roll of the dice.
All the careful game mechanic analysis, the ubiquitous villain death-monologue, the layers upon layers of writing, reading and planning gone with the face melting roll of a 20. PCs 1, GM 0. This is no doubt frustrating or even downright infuriating. But that is okay, it is for the benefit of the players. Sure, you can negate the efforts of the PCs and tell them their attempted actions have failed, but to squash potential or actual victories is to undermine the reason for the game, the provision of heroic deeds. All too often, scripting can fly out the window. This leaves the GM two options: they can either “railroad” the PCs or improvise:
- “Railroading” is the term used for when, through the omnipotent powers granted the GM in-game, you force the actions (or lack of actions) of the PCs to conform the to the scripted action and/or plot devices. Railroading can be as simple as suggesting to the Players that their character is REALLY tired, so that they stop sneaking around town like a fool, doing completely asinine and irrelevant things (I, as a player am guilty of this) and go to sleep so the story can pick up the next morning; to extreme as not allowing the players any sort of latitude or decision making. Railroading, if used sparingly, can be an effective tool in keeping a game on track, but is ultimately viewed as a necessary evil.
- Improvisation is best for adapting to character choices on the fly, and helps the characters experience a true sense of freedom and allows them to help guide the plot. It can be surprising how often a Players decisions can move in the direction of the established plot and/or open up new avenues for storytelling. However, improv in moderation. PROTIP #2 – If a GM and Players improvise TOO much, the story has the potential to get so off-track that it ceases to be viable or recoverable. Allowing Players TOO much latitude can result in catastrophic failure to your hard work. Learn from your mistakes. Hindsight is 20/20 – Allowing the PC’s to combine spells on a shared initiative roll and channeling the damage through a single attack from the groups Fighter WILL result in a critical hit which will melt the face of your Villainous NPC!*
*Courtesy of AD&D 2nd Edition Metamagic rules.
Finding the balance needed for a specific group of players comes with time, as a GM learns the playing styles of the individuals in the group as well as understanding the depth of their characters. As I stated in “Know Your Role: Part I,” back story is an invaluable tool for the player. Additionally, it is a resource for the GM, allowing them to tailor the plot to the character as much as encounters can be tailored to skill-sets. Never underestimate what the Players can give to the story, but always remember, it is the GMs story to tell.
“Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity.” – General George Patton Jr.
