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GM as positive force for good

fireinthedust

Explorer
I've been thinking about how as a GM my job is to challenge my players. I strongly believe this. Yet, I also think that while I'm doing this it's my job to encourage the people who are playing the game. Yes, I've designed a dungeon that could very well kill every player character. I will use every trap and let them spring on my heroes like clockwork. They like it, but: I also think it's my job to communicate with them effectively, and not be a jerk about it. I'm not there to inflict pain, I'm there to encourage problem-solving and adventure.

Yes, the riches are hard-won. Yes, the threats are real. Yet if I can smile and entertain while I do this, if I can see the human beings with real life pain behind the characters I'm pushing into a meat-grinder, I can actually help another human being.

The difference being I could be a jerk and mock them as I slay them. Or I could be a fun guy and say "great answer to that riddle, but it's not the right one" or "sorry, you've fallen into a pit trap" or some such.

I guess it's attitudes. I genuinely want my players to do well, though I'd like them to break a sweat as they do so.

I'm just thinking about how a lot, A LOT of players of this fantastic hobby have points of view, lives they're dealing with in their "on-time", personal histories. I don't think I'll molly-coddle them, but I will treat them with respect.

[/rant]
 

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I'll be a positive force for good if they're playing evil characters, otherwise, I'm Evil all the way, baby. :devil:

But seriously, yeah I want them to have fun. That's what it's all about.
 


I say I'm 51% in the players' favor. Which means I'm inclined to work with and build on whatever plan they have, because it's a game and just the activity of coming up with a plan and speaking up about it should be rewarded a little bit in itself, prior to judging whether it is a good or bad plan.
 

Any time you organize and lead a group of people in an activity, you really ought to be considering their wants and needs. Being a jerk to them is likely to result in their rejecting your leadership as soon as they are able.

GMing is no different.
 


I'm there to make sure the players have a good time, not to thwart them. What's the point in that, we have in-game monsters for that purpose. In fact, I'd go further: if the players want to do something, provided it's reasonably thematic, I'll actually help them figure out a way to do it, without compromising the rules.
 

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