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<blockquote data-quote="Thomas Shey" data-source="post: 9240938" data-attributes="member: 7026617"><p>Well, as I commented to Clearstream, there's some splitting there that seems like it'd only occur in somewhat specialized cases.</p><p></p><p>I don't expect too often you'll see a case where the GM functions are split out to dedicated participants who otherwise do nothing else, though I can see situations where it might be beneficial to do so (there may some intrinsic conflicts of interest in having, say, the enemy-combatant-controller, the rules administrator, and the world-director all be the same person), but its hard enough to find one GM, let alone two or three people to do the job.</p><p></p><p>But I can see cases where splitting off some of these to players might not be a terrible idea. If you have a principled player, there's no reason he couldn't be the rules administrator too, for example (I suspect I could do that job because I tend to be scrupulous about keeping my powder dry as it were in such things--I had a GM a couple times over the years look startled because I brought up rules corrections to my character's deficit, because I didn't think being fussy about the rules when it helped me but not when it didn't felt ethical) and if a group approaches it such that such a thing is expected (to limit the mentioned above conflicts of interest), I think they could keep the rules administrator's feet to the fire if he slipped, and the very fact he's not considered a general authority figure would make that easier.</p><p></p><p>And of course in some cases some functions may be simply unnecessary, or less necessary. If you're working with a pre-canned setting, unless its very lightly sketched, there may need to be less world-administrator present; there will still be some on a small scale, but the GM isn't really doing major world-creation in the first place, and smaller scale work could easily be spread around without harming the game in any meaningful way, since everyone is working in the context of the established larger framework.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9240938, member: 7026617"] Well, as I commented to Clearstream, there's some splitting there that seems like it'd only occur in somewhat specialized cases. I don't expect too often you'll see a case where the GM functions are split out to dedicated participants who otherwise do nothing else, though I can see situations where it might be beneficial to do so (there may some intrinsic conflicts of interest in having, say, the enemy-combatant-controller, the rules administrator, and the world-director all be the same person), but its hard enough to find one GM, let alone two or three people to do the job. But I can see cases where splitting off some of these to players might not be a terrible idea. If you have a principled player, there's no reason he couldn't be the rules administrator too, for example (I suspect I could do that job because I tend to be scrupulous about keeping my powder dry as it were in such things--I had a GM a couple times over the years look startled because I brought up rules corrections to my character's deficit, because I didn't think being fussy about the rules when it helped me but not when it didn't felt ethical) and if a group approaches it such that such a thing is expected (to limit the mentioned above conflicts of interest), I think they could keep the rules administrator's feet to the fire if he slipped, and the very fact he's not considered a general authority figure would make that easier. And of course in some cases some functions may be simply unnecessary, or less necessary. If you're working with a pre-canned setting, unless its very lightly sketched, there may need to be less world-administrator present; there will still be some on a small scale, but the GM isn't really doing major world-creation in the first place, and smaller scale work could easily be spread around without harming the game in any meaningful way, since everyone is working in the context of the established larger framework. [/QUOTE]
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