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<blockquote data-quote="Cam Banks" data-source="post: 5471854" data-attributes="member: 3817"><p>GM is often re-interpreted as Game Moderator, which might be better for some than Game Master.</p><p></p><p>In the games I've worked on recently we acknowledge that while the GM role is important, they're a player just like anybody else. We put a lot more power onto the players or the group at the table. Responsibility is usually clearly laid out, though - in SMALLVILLE, for instance, the Watchtower (aka GM) is responsible for framing all scenes, i.e. setting them up and bringing them to a close. But Watchtower doesn't get to force your character to do things.</p><p></p><p>As far as NPCs, I like "supporting characters" and divide them into specific types, such as Features and Extras in SMALLVILLE or Agents, Foils, and Extras in LEVERAGE. The game is really all about the player characters (Leads in SMALLVILLE, Crewmembers in LEVERAGE) and not the NPCs, so their primary purpose is to give the player characters something to do and drive them toward action and drama.</p><p></p><p>Cheers,</p><p>Cam</p></blockquote><p></p>
[QUOTE="Cam Banks, post: 5471854, member: 3817"] GM is often re-interpreted as Game Moderator, which might be better for some than Game Master. In the games I've worked on recently we acknowledge that while the GM role is important, they're a player just like anybody else. We put a lot more power onto the players or the group at the table. Responsibility is usually clearly laid out, though - in SMALLVILLE, for instance, the Watchtower (aka GM) is responsible for framing all scenes, i.e. setting them up and bringing them to a close. But Watchtower doesn't get to force your character to do things. As far as NPCs, I like "supporting characters" and divide them into specific types, such as Features and Extras in SMALLVILLE or Agents, Foils, and Extras in LEVERAGE. The game is really all about the player characters (Leads in SMALLVILLE, Crewmembers in LEVERAGE) and not the NPCs, so their primary purpose is to give the player characters something to do and drive them toward action and drama. Cheers, Cam [/QUOTE]
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