Forked Thread: Why the World Exists [GM-less Gaming]

investing the players with greater or lesser amounts of control over various elements that were previously the exclusive province of the DM: creation of world elements such as NPCs, locations and history, influence over plot, storyline, missions and (even if you expressed distaste for the idea in the other thread ;)) rewards. Perhaps this would be a middle ground that would be more palatable to the majority of players?
This is what I do in my own D&D4 game. I've got two strategies:

1) I hand out randomized purple index cards (I introduced the idea on another forum, Grumbling Dwarf - Purple Index Cards: RP XP and Setting Collaboration in 4e) that players can use to make specific sorts of setting changes, like adding a new location on the map or creating a new NPC faction. These are totally optional, so nobody feels put on the spot, but gives out XP for the whole party when people do use them.

2) Sparingly, I volley setting-detail questions back to the players--when it's a color thing, or it sounds like the player is jonesing to pull off a stunt but feels they need my permission to put the object there. So a thief escapes the party with a trick that leaves his cloak behind, and a player asks me, "What kind of cloak is it?" "I don't know. What kind of cloak do you want?" "Hmmm... velour, I think." "What color?" "A nice burgundy."

It seems to work out pretty well!
 

log in or register to remove this ad

SabreCat, I think the very existence of this thread illustrates the importance of the distinction from "traditional RPGs." I certainly thought I was onto something radically different when I invented such a game, and my playtesters agreed (considering it, in fact, too radical ever to become popular :lol:). The "storytelling" terminology seemed natural, and others apparently found it so as well when they created games of this kind; it seems to be in pretty wide currency today. The theatrical analogy has been expressed in terms such as "troupe" (in Ars Magica, IIRC).

The literary elements of plot and theme tend to come to the foreground in this mode, which I suspect is an aspect the OP appreciates.
 
Last edited:

I'm not denying that it's fine to talk about different styles of play to keep communication clear and prevent mistaken assumptions. It makes perfect sense to say "GMless roleplaying" and "traditional roleplaying." I see them as subsets of the same kind of activity.

Someone being denied the use of a particular term they identify with, on the other hand, feels like an attempt to marginalize and divide people as much as play styles. "Do what you want, but it's not real roleplaying." Especially in a context like this, where this is specifically an RPG discussion site--since my game's a "storytelling game," not a "roleplaying game," should mention of it be shunted to an off-topic forum? Or yours, since you mentioned you've done such a design too?

Labels and definitions are important to people; I can't give specific examples lest I tread on politics/religion territory, but one could probably think of a few.
 
Last edited:

You've asked for thoughts on the pro's and con's of how D&D as a GM-less endeavor could work. I see the thread has become more of a dissection of the original post. Forgive me for devolving it back to your original intention, but I didn't jump into this thread early enough to avoid it's changes in direction :) .


Pro's of how D&D as a gm-less endeavor could work:
Theory: It offers a dynamic world created by a coalition of creative minds. Players legitimately attracted to this type of game would pool their resources to create a world and story with (theoretically and assuming 4 players) up to 4x the creative resources as a typical game. (The flaw to that theory is preconceived game worlds can be reviewed and refined while 'on the fly' creativity usually lacks that refinement). Levels, pacing, and mechanical gains are incorporated into the world based on their appropriateness rather than a predefined formula of acquisition.

Practice: Player A describes the village they're approaching and says how much fun she used to have there as a child. There was a giant statue in the courtyard that she used to climb. Something's wrong, what is that? At this point the player defers to player B who describes a creature tearing down the statue. Since D&D is a mechanics based system, the party will need to be careful to select monsters and traps appropriate to the level of the group. Perhaps the level 4 Ogre isn't quite enough so player C says he sees 2 goblins hiding in the grass. Player D sees more goblins, but the village reeve is engaging them and barely holding his own.


Theory: It removes GM insistence on following a specific plot or quest line. It literally strips the single ego out of the game and replaces it with a collective ego. This doesn't mean ego doesn't exist, but it has to be spread evenly among the players for the game to function. Since preconceived ideas of "how to win" are stripped away, it changes the narrative experience (which is separate from the mechanical experience) from describing my journey from point A to point B to simply describing my journey.

Practice: Players would determine their goals instead of being handed a plot or list of things to do. These goals might fit into a larger story that's being built, or it might be a whim of the night. Discussion amongst the players is key. Compromises made here determine everyone's mood at the table and in the game. This is the most 'dangerous' part of this type of game, and to be honest, I'm skeptical that the typical D&D players I've met in my games would thrive in this environment (I'm not implying a lack of ability, but rather a lack of motivation to change the world instead of trying to conquer it).


Theory: It changes the relationship of the people at the table by removing the (sometimes) adversarial nature of 'the party vs. the GM'. You're now all working together to collectively construct your obstacles, overcome adversity, and enrich/create the world you're in. There is no longer an assumed reward for outplaying the GM in combat, or finding the perfect combination of stats/feats.

Practice: Character generation is now more closely tied to the personality you want to play instead of the mechanical aspects of your character. Obstacles are created by the players that focus less on stopping the party through mechanical means and instead offering compelling choices to tackle that obstacle. We rarely question the ethics behind breaking down a locked door in the old temple dungeon. It's there because the GM placed it there, I need a 21 strength check to open it, BAM, treasure, encounter, plot point is provided. Never mind the fact we've now desecrated a temple, especially since any ramifications will happen from the GM who will have to take the ultimate responsibility for the party's actions (in game terms, not in ownership of the actions).


Theory: Players completely own their actions. If things go right or wrong, they can only blame themselves. This removes a layer of passive aggressive playing that I believe (and am making the accusation) most of us have. If we want to do something (like burn down the inn), whatever happens after that is because the GM made it happen. I am forcing the GM's hand by doing what I wanted to do. With this layer gone, I have to judge myself for burning down the inn. Since we're talking ideals right now, we'll assume that appropriate actions in the world are taken by players.



Con's (Most of my con's actually deal with the players not the system. Since I view the system as a tool and not scripture, it's form has less meaning to me than how it's used).

- Players would need to understand the differences between building a world vs. playing in one. I'm not sure I know enough players in my gaming circle to actually put together a party that could do this.

- Unless the party was amazing at working with each other's creative talents, the game world MIGHT become a shadow of itself by simply being a group of collected scenes pasted together by the party. In order to create a world with depth and real substance, the party involved would have to have a lot of skills (I'd hazard to say training).

- Requires a high degree of party cohesion to achieve ANYTHING in game. It only takes one person to change the tone of the game.

- Requires a high degree of trust and respect between the players. If any of the players have real life issues with another player, the chances of having the game disrupted increases greatly compared to a moderated game.

- Requires the players to accept a non-linear path of progression... actually the acceptance that there might NOT BE progression.

- Since levels, items, pacing, etc, are defined at will by the party, it becomes virtually impossible to determine "in X sessions, we should be level Y". This really isn't a con per se, because the nature of the gm-less system makes it a non-issue. Players who like to plan out their characters, though, might find this uncomfortable.

- Players who value the game mechanics as a metric of their success will find themselves with very little 'success'.

- Players with egos will have a miserable time because the game 'isn't about their character'. This is funny in a way because when you take a step back, the game is MORE about them and their input. They might also disrupt the game ?subconsciously? by interfering with other player's creative processes (like diminishing the grandeur of a newly created NPC, or causing minor conflicts in the world with a careless attitude that only applies to other player's created content).

- Since the foundation for the game isn't really laid until the game is played, it becomes virtually impossible for the players to surprise themselves with clever twists in the game. It would be counter-intuitive in this type of game to suddenly have 1 player take ownership of the adventure and say "EVERYTHING YOU'VE DONE HAS BEEN ACCORDING TO NPC A'S PLAN! MUAHAHA". Especially since without a GM directing the party, NPC A's plan would be a quick interpretation of the transpired events in the hope that you could create a reasonable explanation of them.



To sum up my feelings on the pro's and con's of a gm-less D&D game, I'd have to say:
With the right people playing, it could be a very rewarding experience. Unfortunately for me, I don't believe I have access to those people to try something like this. More importantly to me, it doesn't matter what system you add after 'gm-less'. It's a merging of ideologies. Applying narratives and roleplaying to a simulation is the same as asking "What simulation mechanics (4e, shadowrun, etc) are we going to use to handle some of the obstacles in our narrative/roleplaying session.

This excercise is still about two mutually exclusive entities being played at the same time. I believe that roleplaying and simulationism can never exist as a single game. The very nature of a mechanical game limits options and dictates what you need to do to 'win'. True roleplaying has nothing to do with 'winning'. Jim, I'm going to use an example you gave me (horribly mangled, and out of context): I can try and roleplay in monopoly all day long. I can use a funny voice, write down some quirks that I have, but in the end, I'm still just playing monopoly.
 

1) I hand out randomized purple index cards (I introduced the idea on another forum, Grumbling Dwarf - Purple Index Cards: RP XP and Setting Collaboration in 4e) that players can use to make specific sorts of setting changes, like adding a new location on the map or creating a new NPC faction. These are totally optional, so nobody feels put on the spot, but gives out XP for the whole party when people do use them.
I really like this idea! :D I just might try it out in my next session. Since I don't track XP, I will have to come up with some other benefit for player-added flavor, though.
 


It removes GM insistence on following a specific plot or quest line.
Strictly speaking: Only in that it removes "the GM." We can't remove an insistence if it wasn't there in the first place. In fact, we can't remove it at all! Someone is still free to insist, "You can't set the inn on fire! You're wrecking the story!" Others are still free to insist, "Yes, we can! In fact, we are!"

It changes the relationship of the people at the table by removing the (sometimes) adversarial nature of 'the party vs. the GM'. You're now all working together to collectively construct your obstacles, overcome adversity, and enrich/create the world you're in. There is no longer an assumed reward for outplaying the GM in combat, or finding the perfect combination of stats/feats.
That can depend a bit on rules structure and presentation of game premises. Dark Cults is by design a competitive game, and the last sentence of that passage has an especial (although not unique) relevance to 3E/4E D&D.

However, much more depends on the group of players. Now, someone so inclined can get hung up not only on "my character's awesomeness" but on "my story/world elements' awesomeness". He or she can get into an adversarial role not with the now-absent GM (which taken to an extreme would be a losing proposition without the latter's self-restraint) but with other players (potentially beatable within game rules).

Character generation is now more closely tied to the personality you want to play instead of the mechanical aspects of your character. ...
Again, more 3E/4E-isms -- with no clear reason why they should be any less relevant if something similar is the rules set in play.

Players completely own their actions. If things go right or wrong, they can only blame themselves.
Reasonably, the other players' actions are no less significant. In any case, an unreasonable player can always find someone else to blame.

In short, the nature of the game does not change the nature of the players -- but the nature of the players can change the nature of the game!
 
Last edited:

Players with egos will have a miserable time because the game 'isn't about their character'. This is funny in a way because when you take a step back, the game is MORE about them and their input.

I don't understand the funny part. Obviously, if the game is more about the players, it is less about the characters. Some people like the immersive, dramaturgical side of role-playing. Further, I don't see where egos come into this. Playing a character within a story rather than telling the story you prefer seems to be less ego-driven.

The GMless game effectively puts the players in the position of choosing to be collaborative, competitive, disruptive, or passive, which is precisely the position they were in before they removed the GM. All you have removed is an outside decider as to what will be considered real or not, in case there is any incongruity.
 

I really like this idea! :D I just might try it out in my next session. Since I don't track XP, I will have to come up with some other benefit for player-added flavor, though.

Some thoughts:

Free re-rolls
Hero points
Drama points (ala 7th Sea)
Additional hp during healing and/or double rest benefits
If you're playing 4th, a recharge of a power/essence/feature (whatever they are called)
 

This excercise is still about two mutually exclusive entities being played at the same time. I believe that roleplaying and simulationism can never exist as a single game. The very nature of a mechanical game limits options and dictates what you need to do to 'win'. True roleplaying has nothing to do with 'winning'. Jim, I'm going to use an example you gave me (horribly mangled, and out of context): I can try and roleplay in monopoly all day long. I can use a funny voice, write down some quirks that I have, but in the end, I'm still just playing monopoly.

You should see me role-play Power Grid… or Agricola. I seriously could roleplay while I'm in a checkout line at the market. I live in my head so much, it's not impossible for me to imagine myself roleplaying without a system but using the tools of form to manipulate the stories I want to tell.

Example: I've been raving about In a Wicked Age. The structure of this game is beyond anything I've played before. It reminds me of the storytelling style of a show like Deadwood (my favorite) and my attempts to get people to play Vampire or D&D in this "scene"/sandbox fashion. [I've been operating with the sandbox style for almost 20 years now, and new players/groups still don't get it. They sit there waiting for me to tell them which orcs to kill.]

Lame tangent. Sorry.

One of the caveats of this thread requires us to break away from conventional descriptions of "party" and roleplaying. I've run many successful sandbox games where the PCs could go days on end without seeing one another, all the while working toward their individual goals.

This builds a story very different from the mission-complication-conflict model associated with any published adventure.

One of the hiccups of this model is that people don't see how the "progression" might work. And this too is and old trope that needs to be let go of in some instances, because not everything is about collecting XP.

[I should add that my best Vampire campaign ever was over e-mail. I should post about THAT someday. It rans for months.]

While the GM-less game does suffer from a lack of immersion in the setting, a group-derived world offers everyone an opportunity to build the world, while letting the GM "surprise" them with things they didn't see coming.

It's late and I'm losing steam, again. There's a lot of posts here and I'm not ignoring them. I will get back to this tomorrow.

Thanks for all the posts.

All that aside, this was an awesome post, C A. Hypothetically, if D&D changed to a GM-game tomorrow, how would you deal with it? If the game stopped printing advice for GMs and only pointed people to collective world building, what would you do next? Are we essentially talking about a new hobby when we move THIS far away from the accepted norm of a GM-oriented, following carrot story [Ignoring the obvious answer of continuing to play the old way and stop buying books.]
 

Remove ads

Top