Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
A Rant: DMing is not hard.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jacob Lewis" data-source="post: 9814452" data-attributes="member: 6667921"><p>When I look at the reaction to ads or products framing GMing as “hard,” I see something deeper than a disagreement about difficulty. The way people enter the hobby today isn’t the way many of us entered it decades ago, and that difference creates tension in how GMing gets talked about.</p><p></p><p>Earlier generations learned in an environment that was quiet, narrow, and consistent. There was one ruleset, far fewer supplements, and very little public play to compare yourself to. Most groups were isolated pockets figuring things out as they went, and that made experimentation feel normal. A new GM could fumble through a session without any external pressure shaping expectations.</p><p></p><p>The modern hobby is a different ecosystem. New players walk into a landscape filled with multiple editions, third-party expansions, high-production actual plays, and constant streams of advice. That creates a sense of noise and comparison that didn’t exist before. When someone feels uncertain, the market naturally fills that uncertainty with tools that promise to make things easier. The products aren’t inventing the anxiety; they’re responding to it.</p><p></p><p>What often gets lost is that these two environments produce very different assumptions. For many long-time GMs, the idea of “needing help” runs against the culture they grew up with, where the role was something you simply picked up through doing. For newer players, the expectation is almost the opposite—they start from a place where GMing is framed as a skill supported by visible examples and structured guidance.</p><p></p><p>That doesn’t mean one approach is better. It means the center of the hobby has shifted toward the audience that entered through the modern ecosystem. Companies speak to that audience because that’s where most new growth comes from. Someone who learned the role decades ago isn’t the target for those products, not because their experience is invalid, but because the hobby no longer assumes a single shared entry point.</p><p></p><p>The point about “letting new GMs screw up” still matters. People learn best by trying, and the role has always been accessible. But the context surrounding that accessibility has changed, and the messaging around it changed with the context. Understanding that shift helps explain why these ads exist without needing to assume that the hobby is claiming GMing has become inherently difficult.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9814452, member: 6667921"] When I look at the reaction to ads or products framing GMing as “hard,” I see something deeper than a disagreement about difficulty. The way people enter the hobby today isn’t the way many of us entered it decades ago, and that difference creates tension in how GMing gets talked about. Earlier generations learned in an environment that was quiet, narrow, and consistent. There was one ruleset, far fewer supplements, and very little public play to compare yourself to. Most groups were isolated pockets figuring things out as they went, and that made experimentation feel normal. A new GM could fumble through a session without any external pressure shaping expectations. The modern hobby is a different ecosystem. New players walk into a landscape filled with multiple editions, third-party expansions, high-production actual plays, and constant streams of advice. That creates a sense of noise and comparison that didn’t exist before. When someone feels uncertain, the market naturally fills that uncertainty with tools that promise to make things easier. The products aren’t inventing the anxiety; they’re responding to it. What often gets lost is that these two environments produce very different assumptions. For many long-time GMs, the idea of “needing help” runs against the culture they grew up with, where the role was something you simply picked up through doing. For newer players, the expectation is almost the opposite—they start from a place where GMing is framed as a skill supported by visible examples and structured guidance. That doesn’t mean one approach is better. It means the center of the hobby has shifted toward the audience that entered through the modern ecosystem. Companies speak to that audience because that’s where most new growth comes from. Someone who learned the role decades ago isn’t the target for those products, not because their experience is invalid, but because the hobby no longer assumes a single shared entry point. The point about “letting new GMs screw up” still matters. People learn best by trying, and the role has always been accessible. But the context surrounding that accessibility has changed, and the messaging around it changed with the context. Understanding that shift helps explain why these ads exist without needing to assume that the hobby is claiming GMing has become inherently difficult. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
A Rant: DMing is not hard.
Top