We're picking up where we left off with player types converted to game master types. Here's the rest of the list.
The compromise here is for the GM to encourage the player to use the abilities of their characters to the best effect instead of hitting them with the whole rulebook. As you design each encounter, make it part of the scene that a particular ability that one or more PCs has will prove especially useful. For instance, the bandits outside the town might camp in such a way that a rogue’s backstab will prove especially effective, or the environment might make a certain spell the wizard has perfect for an attack. This means the players don’t have to know all the advanced rules, but they do need to know what their characters are capable of. They’ll also usually get a buzz from their character pulling off the manoeuvre that saved the day. This alone might encourage them to look at the rules in more depth to see what else they might be capable of.
If the players really don’t like puzzles the same compromise applies as with the Explorer, make the puzzles offer a bonus instead of being essential. So you can put a puzzle on the treasure room door, but not on the only exit. That way the players can opt to avoid the puzzle if they really want to. But additionally, the GM can also offer more clues. Remember it is the characters that are really solving the puzzle, not the players. So, especially intelligent characters will catch on quicker. As such the GM should grant Intelligence or Wisdom checks when players are stuck to offer them extra clues. If puzzles take less time and players can overcome them with a few clues, they may come to enjoy the challenge and the feeling of success the GM is aiming for.
So if this is your GM style you need to bait the hook and be patient. If you dangle a potential romance or a mysterious side plot at a player, see if they bite. If they don’t, then don’t push them into it, if they do, go for it. If the barmaid flirts with them and gets little response, she’ll probably give up and leave them alone, not get angry with their dismissive attitude or try to seduce another party member to teach them a lesson. Remember that not every plot thread needs to be pulled, and offering one to a player is a question not a statement. You are asking them if they want to pursue something, not telling them this is the direction they must go.
This is where the socialiser GM comes in. They encourage chatting and non-game conversation by making time for it in terms of breaks and pauses in the game. This recognizes that socialization is often a part of the gaming experience. However by granting breaks they define social and game time as two separate things, encouraging players to save the chat for the next break. They grant space for the socialising in exchange for better focus during game time.
Your Turn: Are there other ways to GM that I’ve not mentioned?
Optimiser
This type of GM loves the rules and to a certain degree may be playing to win. This doesn’t mean they are trying to beat the players, but they will use every rule and ability of their NPCs to make each challenge tough. They can be rather hard about the letter of the law, often above the demands of the story. I should say this is a perfectly valid style, mainly that of the simulationist. The world isn’t fair and it certainly doesn’t grant story immunity. This GM wants to mirror that with the cold hard hand of fate. If the players are also rules monkeys, this approach is fair game. They will meet each challenge with the full force of the rules and use their own abilities to optimise every action. Most importantly they will challenge the GM (which is what they want) as each side uses the agreed laws of the game world to gain the best advantage. But if you have players who don’t enjoy diving into the most complicated and obscure rules it can be very frustrating. Each encounter will be about referencing the rulebooks and those who don’t know the rules or how to optimise their character will be left behind. This is especially the case in D&D as few other games allow optimisation to make such a big difference.The compromise here is for the GM to encourage the player to use the abilities of their characters to the best effect instead of hitting them with the whole rulebook. As you design each encounter, make it part of the scene that a particular ability that one or more PCs has will prove especially useful. For instance, the bandits outside the town might camp in such a way that a rogue’s backstab will prove especially effective, or the environment might make a certain spell the wizard has perfect for an attack. This means the players don’t have to know all the advanced rules, but they do need to know what their characters are capable of. They’ll also usually get a buzz from their character pulling off the manoeuvre that saved the day. This alone might encourage them to look at the rules in more depth to see what else they might be capable of.
Problem Solver
To a certain degree this GM style is a mixture of the Instigator and Optimiser. They want the players to think and solve what is put before them, whether it is an actual puzzle or some form of narrative enigma. So the issues and solutions there often apply in the same way. However many problem solver GMs are literal ones. They love to add all manner of actual puzzles for the players to solve at the table. Again, if the players enjoy this, all good, if not the GM should hold back their natural urge to throw a puzzle at them at every encounter.If the players really don’t like puzzles the same compromise applies as with the Explorer, make the puzzles offer a bonus instead of being essential. So you can put a puzzle on the treasure room door, but not on the only exit. That way the players can opt to avoid the puzzle if they really want to. But additionally, the GM can also offer more clues. Remember it is the characters that are really solving the puzzle, not the players. So, especially intelligent characters will catch on quicker. As such the GM should grant Intelligence or Wisdom checks when players are stuck to offer them extra clues. If puzzles take less time and players can overcome them with a few clues, they may come to enjoy the challenge and the feeling of success the GM is aiming for.
Storyteller
To a certain degree every GM should be this sort of GM. Gaming is about story, but there is a difference between telling the story and sharing the story. It is important for the GM to remember that however good their story is, the player characters are the protagonists and they must have agency. Aside from grandstanding the other issue that might come up here is subplot. The Storyteller GM loves to bring in PC backstory, add romance, and give each NPC a hook laden background. Some players love this, others think it distracts from the main story. More personal story also means more intimate role play and again, some players love this and others are extremely uncomfortable with it.So if this is your GM style you need to bait the hook and be patient. If you dangle a potential romance or a mysterious side plot at a player, see if they bite. If they don’t, then don’t push them into it, if they do, go for it. If the barmaid flirts with them and gets little response, she’ll probably give up and leave them alone, not get angry with their dismissive attitude or try to seduce another party member to teach them a lesson. Remember that not every plot thread needs to be pulled, and offering one to a player is a question not a statement. You are asking them if they want to pursue something, not telling them this is the direction they must go.
Socialiser
There is one more player type added in the 2024 rules that is harder to create a GM analogy for, that of socialiser. We're here to game aren't we? Aren't all these chats and tangents just breaking immersion and wasting game time? To say nothing of endless Monty Python quotes (unless that is the RPG you are playing). But having said that, RPGs are social games and many players love the opportunity of a regular get together to exchange news, gossip and chat. Some groups that only meet for game night might actually benefit from time to get to know each other outside the game. Such time can promote better understanding of other players needs, game style and preferences, which can go a long way towards solving game conflicts. Brutally shutting down all non-game chatter can also be very counter productive. Enforcing "mandatory fun" will only turn the game into a chore. So a balance is what you need.This is where the socialiser GM comes in. They encourage chatting and non-game conversation by making time for it in terms of breaks and pauses in the game. This recognizes that socialization is often a part of the gaming experience. However by granting breaks they define social and game time as two separate things, encouraging players to save the chat for the next break. They grant space for the socialising in exchange for better focus during game time.
What's Your Type?
Hopefully, this will help you realise your own GMing type (or types). It’s easy to assume everyone likes the same game as you do and if you are the GM you have the most control over the style of play. If the players seem happy it is easy to assume everything is fine, so recognising your GM style and their play style and how they interact can be a big help to making a game everyone enjoys.Your Turn: Are there other ways to GM that I’ve not mentioned?