Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
The Role of the DM in One D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Enrahim2" data-source="post: 8949329" data-attributes="member: 7039850"><p>I have not heard about GM agency either before this. I find this quite intriguing. My first hunch was that this might be more about cultural streams tending toward thinking of leaders as servants and facilitators in a democratic fashion as opposed to the more autocratic view more prevalent in early D&D. But it strike me that the rules actually might be relevant as well.</p><p></p><p>A there are a lot of rules <em>explicitely</em> allowing certain actions for players. On the other hand the GM has hardly any concretized permissions beyond absence of restrictions. Hence a player might "get away with" certain behavior a DM might not under the argument that the rules allow it. Cheesing some combination of rules that were never designed to interact might for instance be lauded as "well played" if a player pulls it off, while it might be considered abusive if the DM employed the same trick.</p><p></p><p>What this points toward is that a well-working game appear to at least require some sort of "self-censorship" on the DM. There are obviously boundaries to what is OK for a DM to do and still get a good game - but the <em>rules</em> do not provide such boundaries at all. Hence the DM bear the full responsibility for not overstepping. And the irony is that as everyone is aware of this, the DM can become de-facto a lot more restrained than the players.</p><p></p><p>For instance if it come to decide what type of content to pursue. If the players want a dungeon crawl, the rules clearly indicate that they are free to direct their characters to start searching for stories of caves filled with monster and treasure. A DM not obliging by providing such information is sabotaging the game, as it is clearly within their power to make such content. Had there for instance been a <em>rule </em>that said that "The DM choose one of the following kind of scenarios at the start of a new <em>arc</em>" along with descriptions of story classes like "Dungeon Crawl", "Political drama", "Mystery" and "Heist" fleshed out with details of what they can include to a similar extend as character classes - that would definitely have done something with that dynamic. There would of course still be a social component to it that a DM would be wise to take into account. But in this case the social pressure could be easier counterweighted by cold hard rules if the DM really didn't feel the dungeon crawl vibe right now. Importantly this would provide <em>rules based</em> pressure on the players to play along (or be sabotaging the game the same way the DM would have been sabotaging the game by not providing the dungeon crawl when there are no such rules).</p><p></p><p>Add in the Mat Mercer effect, and the expectation of the DM tailoring the experience around backgrounds written by players, and the DM suddenly sit with almost no agency at all when it come to a lot of the more high level concepts of the game. This appear to be a trend several analyzers have pointed to in the context of trying to understand the DM-shortage. The DM is effectively treated as a game facilitator and entertainer expected to flesh out a story mainly determined by the players. A sort of writer for hire (for free). Definitely food for thoughts!</p></blockquote><p></p>
[QUOTE="Enrahim2, post: 8949329, member: 7039850"] I have not heard about GM agency either before this. I find this quite intriguing. My first hunch was that this might be more about cultural streams tending toward thinking of leaders as servants and facilitators in a democratic fashion as opposed to the more autocratic view more prevalent in early D&D. But it strike me that the rules actually might be relevant as well. A there are a lot of rules [I]explicitely[/I] allowing certain actions for players. On the other hand the GM has hardly any concretized permissions beyond absence of restrictions. Hence a player might "get away with" certain behavior a DM might not under the argument that the rules allow it. Cheesing some combination of rules that were never designed to interact might for instance be lauded as "well played" if a player pulls it off, while it might be considered abusive if the DM employed the same trick. What this points toward is that a well-working game appear to at least require some sort of "self-censorship" on the DM. There are obviously boundaries to what is OK for a DM to do and still get a good game - but the [I]rules[/I] do not provide such boundaries at all. Hence the DM bear the full responsibility for not overstepping. And the irony is that as everyone is aware of this, the DM can become de-facto a lot more restrained than the players. For instance if it come to decide what type of content to pursue. If the players want a dungeon crawl, the rules clearly indicate that they are free to direct their characters to start searching for stories of caves filled with monster and treasure. A DM not obliging by providing such information is sabotaging the game, as it is clearly within their power to make such content. Had there for instance been a [I]rule [/I]that said that "The DM choose one of the following kind of scenarios at the start of a new [I]arc[/I]" along with descriptions of story classes like "Dungeon Crawl", "Political drama", "Mystery" and "Heist" fleshed out with details of what they can include to a similar extend as character classes - that would definitely have done something with that dynamic. There would of course still be a social component to it that a DM would be wise to take into account. But in this case the social pressure could be easier counterweighted by cold hard rules if the DM really didn't feel the dungeon crawl vibe right now. Importantly this would provide [I]rules based[/I] pressure on the players to play along (or be sabotaging the game the same way the DM would have been sabotaging the game by not providing the dungeon crawl when there are no such rules). Add in the Mat Mercer effect, and the expectation of the DM tailoring the experience around backgrounds written by players, and the DM suddenly sit with almost no agency at all when it come to a lot of the more high level concepts of the game. This appear to be a trend several analyzers have pointed to in the context of trying to understand the DM-shortage. The DM is effectively treated as a game facilitator and entertainer expected to flesh out a story mainly determined by the players. A sort of writer for hire (for free). Definitely food for thoughts! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Role of the DM in One D&D
Top