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The GM is Not There to Entertain You


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MNblockhead

A Title Much Cooler Than Anything on the Old Site
I've noticed that the tread uses "GM" and is filed under TTRPG General, but nearly all the answers about how the DM is responsible for running most of the game seem most applicable to D&D and D&D-like games. There are games where the the DM is a facilitator and the players do nearly everything. Not all TTRPGs require a great deal of prep and require the GM to be responsible for all the lore, options, NPCs, etc. And, playing games like this, can help you realize that the same can be true in DnD to some extent.
 

Reynard

Legend
Supporter
I've noticed that the tread uses "GM" and is filed under TTRPG General, but nearly all the answers about how the DM is responsible for running most of the game seem most applicable to D&D and D&D-like games. There are games where the the DM is a facilitator and the players do nearly everything. Not all TTRPGs require a great deal of prep and require the GM to be responsible for all the lore, options, NPCs, etc. And, playing games like this, can help you realize that the same can be true in DnD to some extent.
It hardly seems worth debating or discussing outside of traditional RPGs, though. It's a given other kinds of RPGs that, where ig is not so obvious with D&D and traditional games.
 

MNblockhead

A Title Much Cooler Than Anything on the Old Site
It hardly seems worth debating or discussing outside of traditional RPGs, though. It's a given other kinds of RPGs that, where ig is not so obvious with D&D and traditional games.
I don't find it worth debating but it is worth discussion. I think a lot of DMs put to much on their shoulders. You can hand off quite a lot to your players and that kinds of collaborative running of the game can be a lot of fun. How much and how often depends on the group, but most games can benefit from throwing some of these techniques into their games.
 


willrali

Explorer
I’m pretty much the forever GM. And I acknowledge that my job is to do almost all the work in bringing the fun. I need to provide the story hooks, NPC interactions, fun scenarios, opportunities for loot and advancement — basically the whole framework for the fun.

The one thing I expect from my players is to read and understand the damned rules before you arrive at the table. Know what your character can do, how to advance your character, and how the game works. That’s all I expect. If you can’t even do that then you’ve no place in my game.
 

doctorbadwolf

Heretic of The Seventh Circle
I don't find it worth debating but it is worth discussion. I think a lot of DMs put to much on their shoulders. You can hand off quite a lot to your players and that kinds of collaborative running of the game can be a lot of fun. How much and how often depends on the group, but most games can benefit from throwing some of these techniques into their games.
This is one the best reasons for a D&D GM to play indie games. Especially with 5e, you can just use a lot of systems and ideas from others games, like flashbacks, metacurrency, escalation mechanics, rolling to find out not pass/fail but what effect doing your thing has on you, and a ton of others, without any actually adjustment of mechanics needed on the 5e side.
 

MGibster

Legend
I've noticed that the tread uses "GM" and is filed under TTRPG General, but nearly all the answers about how the DM is responsible for running most of the game seem most applicable to D&D and D&D-like games. There are games where the the DM is a facilitator and the players do nearly everything. Not all TTRPGs require a great deal of prep and require the GM to be responsible for all the lore, options, NPCs, etc. And, playing games like this, can help you realize that the same can be true in DnD to some extent.
I pretty much use DM and GM interchangeably. And while you're right about games where the GM is a facilitator and the palyers do nearly everything, I think those games are in the minority. The most commonly played games have the same DM/Player dyanmics as D&D.
As a DM, I don't even try in the slightest to make the game fun. I make the game interesting. Then the players bring the fun.
I try a little bit. If I know a player is interested in something in particular, I'll try to make sure it's in the game. But I'm such an awesome DM that I make it look effortless.
 

Reynard

Legend
Supporter
This is one the best reasons for a D&D GM to play indie games. Especially with 5e, you can just use a lot of systems and ideas from others games, like flashbacks, metacurrency, escalation mechanics, rolling to find out not pass/fail but what effect doing your thing has on you, and a ton of others, without any actually adjustment of mechanics needed on the 5e side.
A lot of people don't want meta currency and other similar tools in their game because they are immersion killers.
 

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