Would it be right then to say that by your lights games such as Forbidden Lands, Apocalypse World and Torchbearer 2 that expressly call GM a player, must be using the term as a synonym of "participant" as GM is never a player?
From Torchbearer
What are your thoughts on game text like that? See also my post
#41.
That question - Why can't GM as referee just follow the rules? - is one I had in mind while writing. One could picture a sort of "constitution" binding the lawmaker (GM), and indeed you see that in some game texts. For example in PbtA texts, "always say what the rules demand". Such "constitutional" rules can selectively curtail GM powers, without making them a player. One catch is of course the regress: if I need not follow rules, what makes me follow rules
about rules? If I can interpret and formulate rules, what makes me interpret the rules in the way designer envisioned, or prevents me formulating an out? One can make appeal to the power of social contracts and other norms, but
@overgeeked at least evinces doubt as to their efficacy (i.e. that a referee is in practical cases still required to ensure that players uphold the rules, implying that social contracts and other norms cannot always be relied on.)
Another consideration is that perhaps players should be defined as those who both
follow rules of play and
pursue goals playfully. Suits' comments among others would justify this. GM as referee then may be one who follows rules but does not pursue goals playfully. The rules GM follows being presumably the ones considered ideal for helping players do both of those things. Design moves such as the AW text may be read in this light, too.
One could then assume that text such as in Forbidden Lands - "The final player is the Gamemaster" - is simply a mistake... a synonym for "participant". This may also cast doubt on what is meant in AW by - "Choose one player to be the Master of Ceremonies."
Some thoughts.
First, I think that when a game like Agon 2e talks about the
strife player, or Torchbearer says that one of the players is the game master, nothing particularly technical is meant. These are telling the prospective audience for the game that
when you and your friends sit down to play this game, one of you does <this thing> while everyone else does <this other thing>.
Second, in Apocalypse World Vincent Baker calls out the MC role as a special case of the GM role: there are many ways to GM a RPG
in general, but in AW there is one particular way to do it, which is MCing. MCing obviously - as a metaphor - calls back to Edwards's reference to the GM as "bass player" and Kubasik's description of the GM as the "fifth business". These are all pointing to the GM playing a coordination/guiding/pacing function, but
not a storytelling function.
Third, in Burning Wheel the rulebook's description of the role of the GM also emphasises that coordination/guiding/pacing function, and stresses that that function is intimately connected to the GM's special relationship to the fiction - in particular the GM is the participant who has the authority (under the right circumstances) to change the fiction without that being mediated by the actions of a character the GM is playing. That is, the GM can close a scene, open a new scene, introduce some new adversity, etc, all by sheer stipulation (when the game rules permit such stipulations to be made).
Fourth, and at slightly greater length:
Classic D&D describes itself as a wargame, with a referee. This is not entirely inapt. As in (some) wargaming, the referee conceives of a scenario - in the case of D&D, the dungeon. As in (some) wargaming, the GM applies the rules and adjudicates the fiction. As in (some) wargaming, the referee's adjudication of the fiction includes the determination of consequences: in a wargame, the referee's scenario might include an area of terrain sown with land mines, and when a player has one of their units enter that area, the referee then applies the consequences of the mines; so analogously, in a dungeon the referee might specify that a particular square includes a pit trap, and when a player has their character enter that square the referee adjudicates the consequences of triggering the trap.
The referee, when performing these moments of adjudication of the fiction, is playing a game in Suits' sense. They are using lusory means (the rules, and also the shared fiction that those rules permit them to refer to). The rules are partially stated, and partially strongly implied - eg the GM is not at liberty simply to remap and rekey the dungeon during the course of play. Any such changes must be consequent on actual fictional events that occur in play (eg the PCs kill a room inhabitant, or a door gets broken down, or whatever).
The referee also has a lusory goal (along the lines of
portray the scenario elements, especially the hidden elements, as a realistic threat). But obviously their role is quite different from that of the players in the strict sense; and so is their relationship to the means.
(The idea that the referee can change any rule at will is (in my view) often greatly exaggerated. For instance, the Moldvay Basic GMing advice, which can be seen as a type of "state of the art" for the classic referee approach, talks about using dice rolls (percentage checks, stat checks, etc) as aids and guides to
adjudicating the fiction. When Gygax, in his DMG, says that the GM can modify saving throw numbers and consequences, he is also talking about adjudicating the fiction - eg being chest-deep in water gives big bonuses against fire, but increases vulnerability to lightning. This is not about the GM being unconstrained by rules; it is about the GM being subject to a rule that requires them to
adjudicate the fiction, and the game designer offering various heuristics and dice roll methods for performing that task.)
Another thing the classic D&D referee does, in adjudicating the fiction, is to open scenes. Basically, in a dungeon a scene opens in three main ways: the players open a door; the GM rolls a 1 on the wandering monster die; or the players move to a place in a corridor that prompts the GM to tell them something interesting about their surroundings (the PCs trigger a trap, or spot a door, or whatever). In the classic texts this is not
described using the language of scenes, but we can see how that language can be retrofitted onto what the referee is doing. In the cases I've described, the opening of a scene is in many ways like the triggering of a trap: a discrete events occurs in the fiction of the exploration of the dungeon, and as a result the GM - in adjudicating that fiction - frames a new scene. But it doesn't take very much for the framing of a scene to be much more creative and less "adjudicative" than these examples. Eg any action that takes place in a town; or even if the players decide to camp in a deserted dungeon room, and the GM has to make a decision outside the usual exploration turns framework as to whether the PCs are disturbed in the next eight hours.
There are other things the classic referee does, which go beyond the opening of scenes, or the adjudication of fiction in the style of a wargame referee. Eg if the players decide to talk to the Orcs, and the Orcs (based on, say, a reaction roll) decide to talk back, the GM has to decide what the Orcs say. This has very little in common with adjudicating the entry of a unit of troops into a minefield, or with the triggering of a trap by inadvertently tripping a wire. It is much more "active", creative and so on.
And so, fifthly, this is in my view where we can see some of the move from "trad" to "neo-trad", including how it describes the referee/GM role. In "trad" play, both in D&D but also in many other RPGs, the fictional scope of play goes well beyond dungeon exploration, and the GM's role in opening scenes, and in making decisions about the fiction, comes to have very little in common with the adjudication of immediate triggers in some fictional terrain, like a minefield or a tripwire of turning a corner and seeing a door in the wall. The fiction is
routinely far more complicated then the sorts of examples that Gygax and Moldvay provide, where it can easily be adjudicated by simple dice-roll methods.
The "trad" RPGs cope with this change in the character and complexity of the fiction by punting it all to the GM to just make decisions about. (We see the beginnings of this in Gygax's DMG, where he talks about changes the GM might make to the dungeon map-and-key between PC incursions.) This is where the idea of GM as "storyteller" gets its oomph from.
The "neo-trad" RPGs have the benefit of 30-odd years of design since Hickman started doing his thing. They do not confine their resolution rules to a combination of map-and-key plus wargame-appropriate dice roll heuristics. Therefore, and together with other RPGs like Torchbearer and Apocalypse World and Agon, they do not simply punt everything that cannot be resolved using the Gygax/Moldvay toolkit to the GM. They use methods that hadn't yet been invented in Moldvay's day - methods that are not generally based around dice roll heuristics, but rather around conceptions of "stakes" and "flags" and "conflict resolution" - to guide the GM/referee/ MC/"fifth business" in making decisions about how to open scenes, how to adjudicate the fiction and determine consequences, etc.
And in my view, this is the reason for sometimes using terms
other than GM/referee, or for stressing that the GM is a
player; this is simply to mark the contrast with "trad" approaches. Because - for reasons to do with RPG culture - the "trad" approach remains so predominant, a game which self-consciously departs from it will typically want to make that clear in some fashion. And the nomenclature of "player" with its implication of "bound by rules" is a way of doing that, of making the particular methods used by the game to guide the referee salient to new users of the rulebook.
What I think it's most about is removal of the primacy of GM as the main storyteller. And that the GM is not above the rules. For many people, these aren't desired, and so they resist even the ideas, whether they desire a type of play for which these ideas are suitable or not.
This speaks directly to my final paragraph above: the continuing predominance of the "trad" approach.
Ultimately this is
@clearstream's thread; but I think it would be a more profitable thread if, rather than debating the semantics of the word "referee" or the possibility and merits of non-classic-D&D rules to govern the referee, it actually focused on clearstream's manifesto.
As I've asked upthread, how does one reconcile the post-Moldvay techniques with the idea that the GM is, ultimately, "in charge" of preparing a story-oriented scenario and then presenting that to the players. Is GUMSHOE still state of the art for this? Or are there other approaches. I don't know the Year Zero engine at all, and so would be interested in hearing what new methods and approaches it might bring to this issue.