GMMichael
Guide of Modos
Badmouthed on the internet: heard, understood, and acknowledged. But part of the point here is that today's games are addressing the drawbacks of being a GM, and in the process, blurring the GM/PC line. Which is to say that yes, there are some GM-less games out there, but there are significantly more blurry GM/PC games. How are we feeling about some of those attempts (intentional or otherwise) at blurring the line?The thing about the GM/PC divide is that it really supports some of the traditional reasons to play an RPG well. The drawback is someone has to be the GM, put in a ton of work, not even get to play the game, and then get bad mouthed on the internet for being a jerk because the DM wouldn't let his Gnome Paladin start with his dad's +5 Holy Avenger that he totally would have given to him when he came of age.
. . .My general impression with GM-less games is that to get them to work, everyone involved has to be skilled enough to actually be able to run a game with a GM as the GM, and sort of needs to have a GM's perspective on what is fun.... you know, nigh unto masochistic suffering and a touch of sadism. But, at least you don't have to do 20 hours of prep.
. . . a thing on EOnline about how some celebrity on the backside of his career plays D&D.
And leave Vin Diesel out of this.
I would say that D&D 3.5 was, itself, an attack on the DM species, so I wonder how vital that distinction was. All of the significant rules were housed in the PHB, and things were codified (in tables) to the extent that players could, in many cases, provide their own adjudications based on die rolls and table results. 5e is a turn back toward preserving DMs, with the emphasis on rulings.Oh, the distinction if vital for what we generally think of as TTRPGs - D&D & it's myriad imitators and the more obscure fringes of the hobby that have moved on from those beginnings. DMs don't just make up the world & the adventure, or they could be replaced with a module. They don't just make decisions for monsters or they could be replaced with a flowchart. DM's provide rules interpretations and judgement calls without which even the most meticulously designed TTRPG system would grind to a halt pretty quickly.
D&D-ish boardgames, like Castle Ravenloft point to how you might sideline the DM, mostly. You'd have a pre-packaged adventure, players would crawl through it like a pick-your-path adventure, and monsters would be controlled by an odd PC out in each combat (that is there'd be a mechanism for nominating a de-facto temporary DM).
See? Wouldn't be too satisfying an RPG experience, would it?
The popularity of Gloomhaven makes me think that yes, your example could be a satisfying RPG experience.
Take your pick. We're here to discuss, enlighten, and bond. At least, that's how I see it.I only wish I had a relevant point. I thought someone said something about GM's becoming extinct. Or good GM's being rare. I'm not really sure at this point.