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What is the GM's Job?
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<blockquote data-quote="MNblockhead" data-source="post: 7486827" data-attributes="member: 6796661"><p>I'm at that age where I'm no longer young, but still in the productive and busy work years. When I wanted to get back into GMing, one thing that held me back was fear that I didn't have the time an energy for system mastery and game prep. For at least half I year I just did world building as solo hobby and played in some AL games to get a better feel for the game. I also played out some combat to get a good sense of it. When I finally put together my home game, most of the other players have been playing regularly through all editions of D&D as well as many other TTRPGs. There was no way I would match their system mastery. Luckily there are all well-adjusted adults. I don't have issues with cheating, using system mastery against me, or metagaming because they are all there to have fun. </p><p></p><p>I see my role as a judge. The players are the lawyers. They are going to know their characters much better than me. Six brains are more likely to know a less-commonly used rule than my one sleep-deprived noggin. And if none of us are sure, or disagree, I make a judgement and move on, making a note to look it up later. Everyone is cool with that. Not having to feel responsible for an encyclopedic knowlege of the rules makes the GM experience much more enjoyable. I get to concentrate on the story, on the NPC actions, on tracking the various moving parts of the adventure and campaign. I think that makes it more enjoyable for the players as well. </p><p></p><p>In my next home game, I plan to take this a step forward. I used to be active in Toast Masters. In a TM meeting, different members of the "audience" have roles. Different things to help the speaker during the speech and to provide constructive feedback after the speech. So you have a timer, an "UM" counter, etc. This allows the speaker to focus on delivering the speech. </p><p></p><p>I've read a number of tips on ENWorld and elsewhere and some D&D responsibilities I would like to allocate (either rotating or dedicated based on player preference) are:</p><p></p><p>1. Initiative and time tracker. If I use tacticle console like Hero Lab, then I don't need this, but I wonder if I should delegate it anyway, to just keep the players even more engaged. Also, for 5e I often do not use HeroLab. For time tracking</p><p>2. Master of Music - I've used Syrinscape and Apple Music playlists, but it became one more thing I had to fiddle with, so I stopped. </p><p>3. Rules Lawyer - I have all the rules books on DnD Beyond that all my players have access to. If there is a rules question, they should be able to quickly pull it up. </p><p>4. Battle maps - I print out battlemaps on a large-format printer for large set pieces but for random encounters or unplanned for battles, I often tell the players the layout and have them draw it. 2-4 players with markers can quickly draw something up while I gather minis.</p><p>5. Condition tracking. Becomes more of a chore for me as character levels increase. I have various condition tracking tools (magnetic disks that are put under minis, little markers stuck to minis with blue-tak) that gives players something else to play with.</p><p>6. Determining areas of effect. </p><p>7. Tracking treasure and XP. I've been using milestone leveling, so XP hasn't been an issue and they already track treasure on their own. My next game will be the new Rappan Athuk mega dungeon which will use a mixture of milestone XP and XP for GP. And they can only level when they leave the dungeon and return to town. So tracking XP will be more involved. I'm thinking of printing out a form or using a Google Spreadsheet. </p><p></p><p></p><p>Things I've seen recommended that I really think of as more the GMs responsibility, which I'm not inclined to delegate:</p><p></p><p>1. Monster HP tracking. Removes some of the immersion and one of the most fun moments at the table is when you are surprised that the monster goes down---or you come to the realization that the monster able to take a lot more damage than you expected. </p><p>2. Note keeping. If there is a player who enjoys this, fine. But too much like assigning homework for some people, especially if you expect them to share it. Also, I like to have players rewarded for good note-keeping and I like it when note-keeping </p><p>3. NPC tracking...depends. If the NPCs are more like hirelings, then fine. But more story-driven NPCs are best played by the DM even when assisting players in battle.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7486827, member: 6796661"] I'm at that age where I'm no longer young, but still in the productive and busy work years. When I wanted to get back into GMing, one thing that held me back was fear that I didn't have the time an energy for system mastery and game prep. For at least half I year I just did world building as solo hobby and played in some AL games to get a better feel for the game. I also played out some combat to get a good sense of it. When I finally put together my home game, most of the other players have been playing regularly through all editions of D&D as well as many other TTRPGs. There was no way I would match their system mastery. Luckily there are all well-adjusted adults. I don't have issues with cheating, using system mastery against me, or metagaming because they are all there to have fun. I see my role as a judge. The players are the lawyers. They are going to know their characters much better than me. Six brains are more likely to know a less-commonly used rule than my one sleep-deprived noggin. And if none of us are sure, or disagree, I make a judgement and move on, making a note to look it up later. Everyone is cool with that. Not having to feel responsible for an encyclopedic knowlege of the rules makes the GM experience much more enjoyable. I get to concentrate on the story, on the NPC actions, on tracking the various moving parts of the adventure and campaign. I think that makes it more enjoyable for the players as well. In my next home game, I plan to take this a step forward. I used to be active in Toast Masters. In a TM meeting, different members of the "audience" have roles. Different things to help the speaker during the speech and to provide constructive feedback after the speech. So you have a timer, an "UM" counter, etc. This allows the speaker to focus on delivering the speech. I've read a number of tips on ENWorld and elsewhere and some D&D responsibilities I would like to allocate (either rotating or dedicated based on player preference) are: 1. Initiative and time tracker. If I use tacticle console like Hero Lab, then I don't need this, but I wonder if I should delegate it anyway, to just keep the players even more engaged. Also, for 5e I often do not use HeroLab. For time tracking 2. Master of Music - I've used Syrinscape and Apple Music playlists, but it became one more thing I had to fiddle with, so I stopped. 3. Rules Lawyer - I have all the rules books on DnD Beyond that all my players have access to. If there is a rules question, they should be able to quickly pull it up. 4. Battle maps - I print out battlemaps on a large-format printer for large set pieces but for random encounters or unplanned for battles, I often tell the players the layout and have them draw it. 2-4 players with markers can quickly draw something up while I gather minis. 5. Condition tracking. Becomes more of a chore for me as character levels increase. I have various condition tracking tools (magnetic disks that are put under minis, little markers stuck to minis with blue-tak) that gives players something else to play with. 6. Determining areas of effect. 7. Tracking treasure and XP. I've been using milestone leveling, so XP hasn't been an issue and they already track treasure on their own. My next game will be the new Rappan Athuk mega dungeon which will use a mixture of milestone XP and XP for GP. And they can only level when they leave the dungeon and return to town. So tracking XP will be more involved. I'm thinking of printing out a form or using a Google Spreadsheet. Things I've seen recommended that I really think of as more the GMs responsibility, which I'm not inclined to delegate: 1. Monster HP tracking. Removes some of the immersion and one of the most fun moments at the table is when you are surprised that the monster goes down---or you come to the realization that the monster able to take a lot more damage than you expected. 2. Note keeping. If there is a player who enjoys this, fine. But too much like assigning homework for some people, especially if you expect them to share it. Also, I like to have players rewarded for good note-keeping and I like it when note-keeping 3. NPC tracking...depends. If the NPCs are more like hirelings, then fine. But more story-driven NPCs are best played by the DM even when assisting players in battle. [/QUOTE]
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