From Revised pp 75, 268:You really should read Burning Empires. It establishes just how little the GM is needed in the system - because the GM is little more than the head of the opposition side when you have 4-5 players. It even has GMPCs as GMPCs, and is otherwise the same character mechanics as BWR. (different lifepaths, different races, but the same methods.)
It is the GM's role to set obstacles. By presenting obstacles where he sees fit - by calling for tests - he builds the mood of the game. For example, making even simple things difficult can give game an air of oppression and weight. This isn't a bad thing, and sometimes that's the mood necessary for conveying the situation. Setting obstacles low, or only asking for tests at moments of high drama, gives the game a "heroic" and grandiose feel.
The players have some role in setting this mood, but by far it is the GM's job to sculpt, pace and nudge the atmosphere in a certain direction. And not just through beautiful descriptions, but by using the game mechanics to reinforce those descriptions . . .
Also, the GM is in a unique position. He can see the big picture - what the players are doing, as well as what the opposition is up to and plans to do. His perspective grants the power to hold off on one action, while another player moves forward so that the two pieces intersect dramatically at the table. More than any other player, the GM controls the flow and pacing of the game. He has the power to begin and end scenes, to present challenges and instigate conflicts. . . .
Most important, the GM is responsible for introducing complications to the story and consequences to the players' choices. . . . Once play begins, as players choose their path, it is the Gm's job to meaningfully inject resonant ramifications into play.
The players have some role in setting this mood, but by far it is the GM's job to sculpt, pace and nudge the atmosphere in a certain direction. And not just through beautiful descriptions, but by using the game mechanics to reinforce those descriptions . . .
Also, the GM is in a unique position. He can see the big picture - what the players are doing, as well as what the opposition is up to and plans to do. His perspective grants the power to hold off on one action, while another player moves forward so that the two pieces intersect dramatically at the table. More than any other player, the GM controls the flow and pacing of the game. He has the power to begin and end scenes, to present challenges and instigate conflicts. . . .
Most important, the GM is responsible for introducing complications to the story and consequences to the players' choices. . . . Once play begins, as players choose their path, it is the Gm's job to meaningfully inject resonant ramifications into play.
My own view and experience is that this account of the GM's role is accurate, and is part of the play of the game. Different methods would be needed to do without the GM - for instance, there'd have to be some sort of allocation or turn-and-turn about for framing situations. And it would have to be determined who gets to say "yes" to an action declaration.