Jackelope King
First Post
The position of DM/GM is bound by a social contract of sorts. When you're running the game, it's your show, but only by the players' whim. If you want to run a game, and everything about the way you run it rubs your players the wrong way, you will not run a good game, no matter how much you love the game.
I've had an enlightening experience in this matter with a rotating GM game. Being able to discuss the world, the adventures, and the characters with the rest of the group, and sort of collaborate on what we all want out of the game is, simply put, fantastic. Everyone is open with what they like about the game, what they don't like, where their preferences are, and things that they'd really enjoy seeing in the game.
Yes, it's the GM's job to have the final say on what is or what isn't appropriate for the game, but before it comes to that, a good GM should turn to the rest of the group and say, "What do you think?" That doesn't mean that you should stop the game every time there's a rules despute, set up a house-rule committe with parliamentary procedure, and spend an hour figuring out what you all think is best. The GM should make a ruling, write it down, and continue with the game. After the game is over, or before the next one starts, is the time to decide what the best house-rule for something is with the whole group.
A GM who doesn't show respect for his/her players with an extreme sort of "my way or the highway" attitude doesn't do much to earn any respect for him/herself.
I've had an enlightening experience in this matter with a rotating GM game. Being able to discuss the world, the adventures, and the characters with the rest of the group, and sort of collaborate on what we all want out of the game is, simply put, fantastic. Everyone is open with what they like about the game, what they don't like, where their preferences are, and things that they'd really enjoy seeing in the game.
Yes, it's the GM's job to have the final say on what is or what isn't appropriate for the game, but before it comes to that, a good GM should turn to the rest of the group and say, "What do you think?" That doesn't mean that you should stop the game every time there's a rules despute, set up a house-rule committe with parliamentary procedure, and spend an hour figuring out what you all think is best. The GM should make a ruling, write it down, and continue with the game. After the game is over, or before the next one starts, is the time to decide what the best house-rule for something is with the whole group.
A GM who doesn't show respect for his/her players with an extreme sort of "my way or the highway" attitude doesn't do much to earn any respect for him/herself.