What is the GM's Job?

Lanefan

Victoria Rules
[MENTION=6968402]Blackmoor_Film[/MENTION] sums it up pretty well.

My short answer to the thread's question is this: it's the GM's job to a) build the stage and then b) be, along with the players, one of the entertainers on it.
 

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iserith

Magic Wordsmith
Do you think there is a "universal" role of the GM (at least in traditional RPGs) or is it entirely based on the individual game?

It really depends on the game in my view. Some aspects are common between games, but I find that a lot of people just GM different games the same way to the play experience's detriment. Dungeon World and D&D 5e kind of smell like the same game, for example, but the role of the GM/DM is really quite different. Lots of people just run Dungeon World like they run D&D 5e and it's quite noticeable. I would say the same about different editions of D&D - they're not the same, but people often run them like they are. There is value in stripping away assumptions about the GM's role when picking up a different game in my opinion and trying to do what said different game intends.
 


jasper

Rotten DM
Lots of great thoughts in this thread. Not sure I have much to add to what a GM's responsibilities are, but I have some thoughts on what they are *not*.

It is not the GM's responsibility to:

1. Babysit. If you want your kids to play in public games, you remain responsible for them. I say this as a parent. I'm not anti-kid. But I have too much to pay attention to that it would be irresponsible for me to even give the impression that I'm going to look out for your kids.

2. Provide therapy. I believe that as GM, like in other contexts of life, I should practice good etiquette, strive for politeness, and in public games with strangers avoid politics and commonly objectionable content. But my games are not for you to work through whatever issues you might have. TTRPGs *have* been used in therapy, but the primary role of the *those* GMs is a therapist. It isn't the expected role of the GM running the typical game.

3. Run the game exactly as you see fit. Even in organized play, there are different play styles. If you don't like my style, that's okay. Find another table to play at next time. But don't give the GM grief or get in the way of other players' fun because you wanted a hack-and-slash and not urban intrigue, or you a want role-play heavy game, not tactical battles.

4. Know all the rules perfectly, at the tip of my finger. Unless they are completely new to the game, players have a responsibility to know the basic rules and the rules pertaining to their characters. I have enough to keep track of as the DM. I've had players who have never played before coming to the table with dice, sharpened pencils, and a copy of the PHB. So, I have little patience for players who come week after week and have to keep borrowing dice, don't bother to even print the free basic rules, and waste everyone's time because they don't know how their characters' abilities work and blame the slow down on the GM.

5. Put up with bad behavior. I see it as my responsibility to be open, welcoming to diverse types of players, and to try to make sure we are all having a good time together. That doesn't mean that I have to put up with players with terrible manners, poor hygiene, or who are abusive to other players. This is contextual. In many game stores, there are strict rules about language. I'll enforce them because I want the game store to continue to allow me to play there. My home games are R rated. But they are not X-rated--my home, my rules.

Have I missed anything? Are there other unreasonable expectations some players have of non-paid GMs?
1.Amen. this includes adult children.
2.A frakin AMEN!
3.Amen.
4.Amen. I am an old fart now. I no longer go asleep reading the manuals.
5.Amen.
And another all round AMEN, SINCE I can not give xp twice.
 

dragoner

KosmicRPG.com
I'll throw another caveat out there, is to not fall prey to energy vampire players, only give as much energy as you get back. Of course one starts out initially energizing everything, except if you keep giving, they will suck the life out of the game. Sometimes I have noticed, these types are disgruntled GM's, that want to run a game their way, but can't keep a group together, or game going.
 

[MENTION=6968402]Blackmoor_Film[/MENTION] sums it up pretty well.

My short answer to the thread's question is this: it's the GM's job to a) build the stage and then b) be, along with the players, one of the entertainers on it.

... and c) Kill lots of characters! ;)

...and d) keep the players in a state of pants wetting fear of the unknown. :p
 

pogre

Legend
1. providing snacks and beverages.
2. providing quality scenery.
3. selecting and painting just the right miniatures to represent monsters and NPCs.
:) That's probably just me....



The role of the GM depends on the game in question. The rules of the game tell us what the GM is supposed to do.

I'm very much in this camp. My role and how I view it differs greatly in my 5e campaign versus my Ars Magica campaign.

Some common components have been mentioned above, like: Keeping things smooth socially, being fair, and presenting challenges.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
It really depends on the game in my view. Some aspects are common between games, but I find that a lot of people just GM different games the same way to the play experience's detriment. Dungeon World and D&D 5e kind of smell like the same game, for example, but the role of the GM/DM is really quite different. Lots of people just run Dungeon World like they run D&D 5e and it's quite noticeable. I would say the same about different editions of D&D - they're not the same, but people often run them like they are. There is value in stripping away assumptions about the GM's role when picking up a different game in my opinion and trying to do what said different game intends.

This is why I think it is good to get out of your comfort zone and play radically different games. It will improve all your GM skills for all games.
 

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