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GM Authority (Edited For Clarity, Post #148)
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<blockquote data-quote="Panjumanju" data-source="post: 8154738" data-attributes="member: 6746417"><p>Your in-game against out-of-game distinction does not make any sense to me. The decisions you make about what the game is going to be has a pretty huge impact on when you're playing the game. If you mean that the fact that few people want to GM shouldn't impact what the players get to play...then I don't know what to tell you. It takes a lot of effort to run a game. It takes almost nothing to play. The least deference you could give to a GM is to let them run the show.</p><p></p><p>The GM (in this hypothetical situation) is not dictating what a player can play. There will always be other games were an elf PC is more appropriate. This is just not one of them.</p><p></p><p>Yes, I think it's entirely okay (and expected) for a GM to dictate these terms. "This game everyone is playing elves who have never seen anyone other than an elf having to venture beyond the woods because all their apples have rotted." Sure, okay. Don't want to play that? Okay, well if nobody wants to play it then the game isn't going to happen, but if one person in the group does not want to play an elf, that does not mean the GM's game concept has to change in any way. It means that player does not have to play. Maybe they can run the game they want to be in when this set of sessions is over?</p><p></p><p>All the player has to do is show up, and be as engaged or disengaged as they want to be (depending on the mechanical expectations of the system.) With a middling amount of variation, the GM absolutely has to be gunning for this game. I'm sorry, but if you're going to put in the 4 or 5 hours a week prep necessary to make a game happen, you should at least be able to work within the framework that got you excited to run something in the first place. I'm not advocating for the model of players having to follow along with GM's story - players find enough interesting ways to blow the heck out of whatever the GM has planned. But the basic premise should at least start in agreement.</p><p></p><p>Otherwise, you're just expecting the GM to be the dancing monkey for the player's enjoyment. (You in general - conceptually - not you specifically.)</p><p></p><p>//Panjumaju</p></blockquote><p></p>
[QUOTE="Panjumanju, post: 8154738, member: 6746417"] Your in-game against out-of-game distinction does not make any sense to me. The decisions you make about what the game is going to be has a pretty huge impact on when you're playing the game. If you mean that the fact that few people want to GM shouldn't impact what the players get to play...then I don't know what to tell you. It takes a lot of effort to run a game. It takes almost nothing to play. The least deference you could give to a GM is to let them run the show. The GM (in this hypothetical situation) is not dictating what a player can play. There will always be other games were an elf PC is more appropriate. This is just not one of them. Yes, I think it's entirely okay (and expected) for a GM to dictate these terms. "This game everyone is playing elves who have never seen anyone other than an elf having to venture beyond the woods because all their apples have rotted." Sure, okay. Don't want to play that? Okay, well if nobody wants to play it then the game isn't going to happen, but if one person in the group does not want to play an elf, that does not mean the GM's game concept has to change in any way. It means that player does not have to play. Maybe they can run the game they want to be in when this set of sessions is over? All the player has to do is show up, and be as engaged or disengaged as they want to be (depending on the mechanical expectations of the system.) With a middling amount of variation, the GM absolutely has to be gunning for this game. I'm sorry, but if you're going to put in the 4 or 5 hours a week prep necessary to make a game happen, you should at least be able to work within the framework that got you excited to run something in the first place. I'm not advocating for the model of players having to follow along with GM's story - players find enough interesting ways to blow the heck out of whatever the GM has planned. But the basic premise should at least start in agreement. Otherwise, you're just expecting the GM to be the dancing monkey for the player's enjoyment. (You in general - conceptually - not you specifically.) //Panjumaju [/QUOTE]
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