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*TTRPGs General
What is the GM's Job?
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<blockquote data-quote="Pauper" data-source="post: 7486873" data-attributes="member: 17607"><p>This is a pretty good analogy, but I'd go in a slightly different direction.</p><p></p><p>A typical TTRPG, regardless of structure, is like a jazz band, and the DM/GM's role is to be the bass player -- to provide the baseline against which the other players riff and help construct the 'music' of the play sessions. The bass sets the tempo, the key signature, and the other parameters of the piece around which the other players will riff to produce the tune.</p><p></p><p>In narrative-style games, this generally expresses itself as the GM presenting the setting and adapting to the players' ideas of what's important in the setting, based on their characters' choices in-game. In more structural, gamist/simulationist style games like D&D, the DM also sets the parameters of play by enforcing the game rules, sets expectations for how NPCs will respond to character choices, and ensures that the characters face appropriate threats that the players can use their characters to deal with.</p><p></p><p>The band plays, the music moves, and the experience is entertaining for all involved. While the other instruments all get their chance to show off/solo, the GM should get a chance to do so as well -- to 'jam' along with the players, so that everyone has a good time.</p><p></p><p>--</p><p>Pauper</p></blockquote><p></p>
[QUOTE="Pauper, post: 7486873, member: 17607"] This is a pretty good analogy, but I'd go in a slightly different direction. A typical TTRPG, regardless of structure, is like a jazz band, and the DM/GM's role is to be the bass player -- to provide the baseline against which the other players riff and help construct the 'music' of the play sessions. The bass sets the tempo, the key signature, and the other parameters of the piece around which the other players will riff to produce the tune. In narrative-style games, this generally expresses itself as the GM presenting the setting and adapting to the players' ideas of what's important in the setting, based on their characters' choices in-game. In more structural, gamist/simulationist style games like D&D, the DM also sets the parameters of play by enforcing the game rules, sets expectations for how NPCs will respond to character choices, and ensures that the characters face appropriate threats that the players can use their characters to deal with. The band plays, the music moves, and the experience is entertaining for all involved. While the other instruments all get their chance to show off/solo, the GM should get a chance to do so as well -- to 'jam' along with the players, so that everyone has a good time. -- Pauper [/QUOTE]
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