L
lowkey13
Guest
*Deleted by user*
That’s a huge assumption you’re jumping to. I’ve spoken to people about GMing. Some have done it, but don’t want to do it again - they found it difficult, time consuming, and not as fun as playing. Others have never done it, and refuse to do it. Others have done it, and found they’re bad at it, to the extent that other players are reluctant to be in their games.
GMing is a skill, and not one everyone has. It’s not magic, and you get better with practice, but not everyone wants to. It would appear you’re fortunate enough to have numerous GMs in your local group, but as has been pointed out, that’s not the norm.
Makes an assumption that an RPG Group has social function outside the game. While that has been the norm, it'sThe DM is currently the one performing the most important role in the game, but is not the most important person in the social group.
It's a good system!I picked up a copy of Burning Wheel because of @pemerton just to see what it was he was talking about all the time!
I've even read some of it!
You need to be good at heavy improv (a skill not everyone posseses as well as being a style many may not enjoy) since you're not doing any planning but instead letting the players drive. As a DM/GM you need to be able to take pretty extensive notes while playing since you're effectively making stuff up as you go, unless consistency isn't a worry. I just don't see this as necessarily easier just different and harder than playing in different ways from running in a traditional manner.
I think the need to take notes (extensive or otherwise) can be exaggerated. A lot of the action in a RPG, at least in my experience, is "local" in time and space (eg a certain thing happens to a certain PC as a result of trying to do such-and-such) and so keeping track of it is not wildly different from keeping track of hit points or whether a door has been opened or shut in a simple game of D&D.I think that for some they just aren't wired to handle constant on the fly improvisation, it never becomes easy for them to create different and dynamic consequences on a fairly regular basis for multiple characters while keeping track of what fiction is generated by said consequences (along with simpler the fiction also generated by simpler action declarations).
<snip>
I think for many, though it may be more intensive prep wise (and much less so while running the game), it is easier to have something they can fall back on as a foundation...whether that is an entire adventure path or simply the bullet point notes that @hawkeyefan spoke to earlier.
I think the need to take notes (extensive or otherwise) can be exaggerated. A lot of the action in a RPG, at least in my experience, is "local" in time and space (eg a certain thing happens to a certain PC as a result of trying to do such-and-such) and so keeping track of it is not wildly different from keeping track of hit points or whether a door has been opened or shut in a simple game of D&D.
That's not to say there's no big picture stuff - of course there is - but tracking that has to be done in any game session. Whether you're marking changes on you prepped map and key, or noting stuff on a bit of paper that was blank to start with, you're still writing about the same amount.
This means that, as far as consequences are concerned, I'm not seeing the big gap between working from heavy preparation and other sorts of approaches. No matter how much prep a GM has done, doesn't s/he still have to create different and dynamic consequences on a fairly regular basis for multiple characters while keeping track of what fiction is generated? If not, then what does play look like?
If that's confusing the issue, I'm all for an anarchy of befuddlement. I mean, really, it seems your point of contention is that my point undercuts yours by a tad in that you can't start by assuming your conclusion in your premise if you can't ignore that you have to have players to have player roles. I guess I could look the other way and let you have the argument that GMs are unique things that must exist before anything else for a game to form and then later change to a role assigned to a player in a game.We've been using them distinctly for the majority of this discussion... now you're trying to use pedantry to what... exactly? score points? Confuse the issue... what?
Does the host have more obligation? That seems assumed, right in the middle, even after you lampshaded potlucks. What 'more' obligation does a host have? Let's agree that in a traditional party, the host does have more obligation. I'm good with that -- they invite people, clean house, provide snacks, maybe a theme, what-have-you -- but is that always the case? Are all parties traditional like this? Can a party be spontaneous, where the host has no obligations other than letting the party happen? Sure, that can happen -- we've either all been there or at least seen it on TV, right? The host has almost no obligations here, they're almost a unwilling party, if some TV and movie excesses are to be believed.Eh. I think a lot of the dispute goes back to the original .... framing (heh) of the post. Is the DM the most important person at the table?
That's a lot like asking, "Is the host the most important person at the party?"
Sure, people can get caught up in all sorts of side debates, for example-
1. Can you have a party without guests? Since you can't, how can the host be more important?
2. Doesn't the host get better at throwing parties over time? So a host that throws a lot of parties won't be nearly as stressed out, right?
3. Doesn't the type of party matter? Look, if you're throwing a potluck that invites the guest to participate in crafting the nar... um, party, isn't it all about equal?
...and so on. But for all the nitpicking that might get involved, most people understand that the host has more obligations than the guests, and so, no matter how much the guests might chip in, even if they stick around and clean, even if they bring a bottle of wine and some apps, it's still more work to throw a party, and there are always more people willing to go to a party than there are people willing to throw a party.
...and that's okay, because some people just enjoy throwing parties. Doesn't make them important.
If that's confusing the issue, I'm all for an anarchy of befuddlement. I mean, really, it seems your point of contention is that my point undercuts yours by a tad in that you can't start by assuming your conclusion in your premise if you can't ignore that you have to have players to have player roles. I guess I could look the other way and let you have the argument that GMs are unique things that must exist before anything else for a game to form and then later change to a role assigned to a player in a game.
But, that kinda goes against my experience, where I've been in a group that got together to figure out what game we're going to play, and then figured out who was going to GM. Or, after my group has finished up with a game, been part of the discussion as the players discussed what's next and who's up to run it. I suppose we were wrong, and the GM came first, we just didn't notice?