Worlds of Design: WANTED - More Game Masters

There never seems to be enough game masters to go around, a problem that’s been around for as long as the hobby has existed. So what do we do about it?

How much do you GM, as opposed to act as a player, in RPGs?


There never seems to be enough game masters to go around, a problem that’s been around for as long as the hobby has existed. So what do we do about it?

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Picture courtesy of Pixabay.

Game Mastering is Work​

There’s a long-term trend to reduce the burdens of game mastering so that there are more GMs to play tabletop role-playing games, specifically Dungeons & Dragons and its descendants. There never seems to be enough, and it’s been a problem for the 45+ years that I, and some of you, have been playing RPGs.

I wouldn’t call GMing hard work, but it is definitely work. People don’t generally like to work in their entertainment. Most GMs undertake the work in order to allow their friends to be entertained. We could say that it’s a necessary evil. I always try to persuade most or all of the players in my group to also GM so that no one has to do the work all the time, but my impression is it’s more common for one GM to run a game for many sessions. At college game clubs, there are always enough players when someone offers to GM. Players who can’t find a GM are much more common.

GMing isn’t work for everyone, of course. Some may conceive the GM as a storyteller, and they want to tell (their) stories. I have a friend who is a software engineer and gamer, but also writes haiku every day and novels once a year (in National Novel Writing Month). He says he GMs with just a small amount of notes and makes the rest up as he goes along. So for him GMing may be another creative outlet, no more work than writing his daily haiku.

After having been player far more than GM for many years, my brother ran a campaign as sole GM, because he didn’t allow players to read the rules beyond the D&D Player’s Handbook! I can think of other reasons, but what’s important is that not many people prefer GMing to playing.

Why This is a Problem​

In video RPGs computer programming is as close as we get to a GM, so there’s no problem of lack of GM’s limiting the number of video games that are played. As you know, vastly more people play video RPGs than tabletop RPGs.

This is a problem for publishers. The GM in D&D-style games can be potentially in conflict with players, which is not an attractive role for many people. If a game doesn’t have enough GMs, the number of games played is limited by that insufficiency. And if the number of games played is limited, then there will be fewer people playing the game, which is likely to translate to fewer sales both of player and GM products.

The publishers of D&D undoubtedly saw that the appeal of the game was being limited by insufficient availability of GMs. What could they do to reduce the load on the GM?

How to Fix It​

One way to change the role of GMs so that it’s less likely to conflict with players is to make the rules absolutes rather than guidelines, and make the GM merely the arbiter (interpreter and enforcer) of rules rather than the creative “god” of the campaign.

When rules are very clear, the GM doesn’t have to make a lot of judgment calls, and it reduces negotiation (even though, in essence, RPGs are structured negotiations between players and GM). If you’re a team sports fan you know that fans particularly complain about referee judgment calls. It’s hard to make rules absolutely clear (see my previous Worlds of Design article, “Precision”) but the effort has been made. I’m particularly impressed with the systematic Fifth Edition Dungeons & Dragons rules.

Further, those GMs who need encouragement can use commercially available modules/adventures, which do even more to take the burden off the GM. How many GMs still make up their own adventures? I don't know, but evidently a small minority.

The Downside of Making it Easier​

I think of RPGs as games, not storytelling. When everyone plays the same adventure, it creates the risk of the same experience. I like the idea of fun from emergent play, where anything can happen and players stray outside the boxed text.

The x-factor that differentiates each game is the players and GM together. New GMs may stick closely to the text while experienced GMs stray from it, and really experienced GMs just make it up without too much prep time.

I think a good GM using the more flexible methods will create a more interesting game than one using the follow-the-rules-to-the-letter method. In my opinion, role-playing a situation is more interesting than rolling dice to resolve it, both as participant and as observer. Readership of this column surely has a different opinion, hence our poll.

Your Turn: How much do you GM, as opposed to act as a player, in RPGs?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
My experience greatly differs.

The problem is not that there are too few gamemasters... it's that there are so few good ones.

I have been personally lucky to play with really good GMs. But, have read, watched, visited, and played at enough conventions to know there are a lot more mediocre or "not very good" GMs out there than there are decent and good GMs.
 

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My experience greatly differs.

The problem is not that there are too few gamemasters... it's that there are so few good ones.

I have been personally lucky to play with really good GMs. But, have read, watched, visited, and played at enough conventions to know there are a lot more mediocre or "not very good" GMs out there than there are decent and good GMs.
I know, it's strange to reply to your own post. But I just read my comment and thought what a negative Nelly it sounds like. I don't mean it that way. I think the people on this forum all have enough GM experience to understand we improve our craft with experience. That said, there is are many that, even with experience, will never rise above average. It seems to be an innate talent to reply off the cusp with an answer that is both sound, reasonable, and one that the table approves.
Again, those things can be improved, but there are people just born for public speaking or acting. (Born with that high charisma. ;)) They have a built in advantage, that when combined with a passion, make for great GMs.
 


My experience greatly differs.

The problem is not that there are too few gamemasters... it's that there are so few good ones.

I have been personally lucky to play with really good GMs. But, have read, watched, visited, and played at enough conventions to know there are a lot more mediocre or "not very good" GMs out there than there are decent and good GMs.
I would rate myself as a mediocre DM, but my group are willing to tolerate mediocrity because there are no better DMs available.
 


Reynard

Legend
That thread was more like one-true-wayism. Best practice forces people to argue about what’s best. Now google ‘Tips for DMing” instead and you’ll be inundated.
So much so it can actually be frustrating for an experienced GM (me) just looking for YT or podcast GMing discussions NOT aimed at the basics. It seems like everyone who has been GMing for 5 years has an advice video series for the total news, but no one wants to deep dive with the vets.
 

TheSword

Legend
So much so it can actually be frustrating for an experienced GM (me) just looking for YT or podcast GMing discussions NOT aimed at the basics. It seems like everyone who has been GMing for 5 years has an advice video series for the total news, but no one wants to deep dive with the vets.
That’s where the forums really come into their own I think. Where topics can be properly discussed in depth from multiple view points. There really is no substitute I think.
 


Norton

Explorer
I hadn't really thought about DMing in terms of how it integrally serves the industry as a while. Very daunting to imagine running a gaming empire that relies in large part on a rare kind of individual who has the aptitude, time and will to do the heavy, homework-laden lifting of your product. What's the ratio of gamer to DM? It might be written in places as 6/1, but to be fair that excludes all the gamers not getting games because they can't find a good and reliable DM who is willing to make the investment.

I'm a DM for four groups at present, with two weekly and two monthly. All of them are broad campaigns involving a combination of home brew and published. I'm a writer and creator so it's kind of in my DNA to DM and I really have no interest in being a player outside of the very occasional one-shot death crawl. To the point of the thread, I don't know if there is a way to increase the amount of self-flagellating bastards like myself. You're kind of born with it, no?

But for those who are suited but sitting out for various reasons, it may be worthwhile for publishers and companies to not just try and come up with tools that help facilitate running all kinds of styles of games (doffs cap to Sly Flourish) but also tools that cater to players so they become more of a draw to run games for. Role play guides, session checklists, and yes, suggestion of payment (I get paid by my monthly groups and "tipped" by my weekly groups). Money helps add energy to prep and performance, but nothing really gets me going like the passion of players to play. If you're just setting in for the ride while you watch TV and check your socials, maybe don't join a group.

I am tired, and life gets in the way quite a bit. Still, I prep all the time because I like telling stories and envisioning scenarios and encounters that I know will thrill my players. I can't tell you how much relief I would feel if I knew my players were also working on becoming better, and allowing me to look forward to observing their role play and plan executions that allow me to breathe a bit and hand over the reins. Alas—and I blame video games in part—they're probably not thinking about the game at all until two minutes before, when they full expect me to have my sh*t together.
 

I wouldn't go that far. One person on that thread is insistent. The majority of GMs I know are open. But, I believe the problem comes not with best practices (those are often individualized per table), but with innate talent. Some people are just better (by a lot) at holding an audience's attention.
I couldn't disagree more. DMing is a skill - and like all skills it can be taught, honed, and practiced. A slightly below average person can, with hard work and effort massively outdo a talented person who doesn't train and practice at almost any skill.

And my issue with 5e is that 4e had excellent tools for teaching the mechanical parts of DMing (particularly monster creation and encounter balancing) and Skill Challenges should have been one if they were better explained. 5e more or less throws DMs in the deep end and tells them to go. 3.X was worse, telling DMs not only to go but also they need to be a Rules Master of a complex game,
 

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