Worlds of Design: WANTED - More Game Masters

How much do you GM, as opposed to act as a player, in RPGs?


There never seems to be enough game masters to go around, a problem that’s been around for as long as the hobby has existed. So what do we do about it?

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Picture courtesy of Pixabay.

Game Mastering is Work​

There’s a long-term trend to reduce the burdens of game mastering so that there are more GMs to play tabletop role-playing games, specifically Dungeons & Dragons and its descendants. There never seems to be enough, and it’s been a problem for the 45+ years that I, and some of you, have been playing RPGs.

I wouldn’t call GMing hard work, but it is definitely work. People don’t generally like to work in their entertainment. Most GMs undertake the work in order to allow their friends to be entertained. We could say that it’s a necessary evil. I always try to persuade most or all of the players in my group to also GM so that no one has to do the work all the time, but my impression is it’s more common for one GM to run a game for many sessions. At college game clubs, there are always enough players when someone offers to GM. Players who can’t find a GM are much more common.

GMing isn’t work for everyone, of course. Some may conceive the GM as a storyteller, and they want to tell (their) stories. I have a friend who is a software engineer and gamer, but also writes haiku every day and novels once a year (in National Novel Writing Month). He says he GMs with just a small amount of notes and makes the rest up as he goes along. So for him GMing may be another creative outlet, no more work than writing his daily haiku.

After having been player far more than GM for many years, my brother ran a campaign as sole GM, because he didn’t allow players to read the rules beyond the D&D Player’s Handbook! I can think of other reasons, but what’s important is that not many people prefer GMing to playing.

Why This is a Problem​

In video RPGs computer programming is as close as we get to a GM, so there’s no problem of lack of GM’s limiting the number of video games that are played. As you know, vastly more people play video RPGs than tabletop RPGs.

This is a problem for publishers. The GM in D&D-style games can be potentially in conflict with players, which is not an attractive role for many people. If a game doesn’t have enough GMs, the number of games played is limited by that insufficiency. And if the number of games played is limited, then there will be fewer people playing the game, which is likely to translate to fewer sales both of player and GM products.

The publishers of D&D undoubtedly saw that the appeal of the game was being limited by insufficient availability of GMs. What could they do to reduce the load on the GM?

How to Fix It​

One way to change the role of GMs so that it’s less likely to conflict with players is to make the rules absolutes rather than guidelines, and make the GM merely the arbiter (interpreter and enforcer) of rules rather than the creative “god” of the campaign.

When rules are very clear, the GM doesn’t have to make a lot of judgment calls, and it reduces negotiation (even though, in essence, RPGs are structured negotiations between players and GM). If you’re a team sports fan you know that fans particularly complain about referee judgment calls. It’s hard to make rules absolutely clear (see my previous Worlds of Design article, “Precision”) but the effort has been made. I’m particularly impressed with the systematic Fifth Edition Dungeons & Dragons rules.

Further, those GMs who need encouragement can use commercially available modules/adventures, which do even more to take the burden off the GM. How many GMs still make up their own adventures? I don't know, but evidently a small minority.

The Downside of Making it Easier​

I think of RPGs as games, not storytelling. When everyone plays the same adventure, it creates the risk of the same experience. I like the idea of fun from emergent play, where anything can happen and players stray outside the boxed text.

The x-factor that differentiates each game is the players and GM together. New GMs may stick closely to the text while experienced GMs stray from it, and really experienced GMs just make it up without too much prep time.

I think a good GM using the more flexible methods will create a more interesting game than one using the follow-the-rules-to-the-letter method. In my opinion, role-playing a situation is more interesting than rolling dice to resolve it, both as participant and as observer. Readership of this column surely has a different opinion, hence our poll.

Your Turn: How much do you GM, as opposed to act as a player, in RPGs?
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio
So has anyone here played under a terrible new DM? What was that like?
Terrible.

Bad house rules from not knowing the ins and outs of game mechanics and twisting the game in unexpected ways.
Unable to disguise or hide railroading
Poor planning leaves gaps and inexperience keeps them from improvising well or finding filling charts

I recognize these things because I DM. I can see the stumbling blocks.
 

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I don't think every adventure should cater to new GMs/Players. That's what the 2 starter sets are for.
That should be what they’re for, but LMoP fails miserably at least (and not heard glowing reports of the other one).

The first encounter in LMoP, for example, is very challenging for a new DM and it makes no sense, making it hard to run narratively and mechanically.
 

Shriroiken …. For those unaware, back in the AD&D days it was hard to become a DM, since the rules were both complicated and even hidden from the players in 1E. Usually a DM would find a player with potential to become a DM, and would then take the effort to help guide them. ……. How the BEEP can the rules in the bad old days be hidden from the players. Your mommies, daddies, paper route, and or your job, gave you cash and the major chain bookstores sold the books. You didn’t need a mentor to give to the store manager a secret handshake to the get the DMG. Shriroiken’s Mentor memories, was not the only OLD SCHOOLE WAY.

Wotc has printed and KEEPS IN PRINT the Stater Set and (WHO THE BEEP MOVED. Never mind) Essentials Kit. Which has lots of people here spamming any person who asks which is a great module to learn to dm from. The internet has dozens of people (some who get WOTC support) teaching you how to be DM or player.

Shriroiken.. creative itch returns. creative itch returns. creative itch returns. creative itch returns. creative itch returns…. WELL THAT IS A FACT JACK. And the truth for me too.



MichaelSomething,,,,So has anyone here played under a terrible new DM? What was that like?...twitch twitch twitch twitch. YOU are FORBIDDEN TO CONTACT me former players. Twitch Twitch. Some stories can only be told under the cover of darkness, on a moonless night and after you bought me a pallet of minis, six cases of Pabst, and 22 bottles of Johnny Walker Blue… Twitch Twitch UM. I mean that is best discussed in another thread.
 

I don't think you can teach those skills in a book and I doubt WotC would know how or else their campaigns wouldn't need so much work. But YouTube has tons of material for DMs that does exactly what you suggest.

You can also find quite a few very good DMs online if you're willing to pay. Throwing money at the problem is one way to fix it.
Old editions had quite a bit dedicated to exploring the crunch and how to use or manipulate it to get the kind of game you wanted. That kind of advice also helped with avoiding the kind of mistakes and messing up that @letterhead mentioned above or at least helping to recognize where things sent bad, helping to recover, and doing better next time.
 

That should be what they’re for, but LMoP fails miserably at least (and not heard glowing reports of the other one).

The first encounter in LMoP, for example, is very challenging for a new DM and it makes no sense, making it hard to run narratively and mechanically.
I disagree completely. I think the Starter Set is the highest quality introduction to the hobby since the Red Box. I am not as keen on the Essentials Kit, but that's mainly because it leans into that video game side quest mentality also heavily present in Rime of the Frostmaiden, which I dislike.
 

I disagree completely. I think the Starter Set is the highest quality introduction to the hobby since the Red Box. I am not as keen on the Essentials Kit, but that's mainly because it leans into that video game side quest mentality also heavily present in Rime of the Frostmaiden, which I dislike.
While generally true on both counts (especially rhime), lmop does start with like 4(?) Goblins attacking a city scene bound party of level one pcs from stealth under c o.j vee of the forest. It's one of the biggest criticisms you see over and over again. "Lmop ooh s great buy be really careful with that first encounter" is almost standard advice to new gms.

The difference between the side quests in lmop and rhime is that in one they are all pretty closely linked to the plot & nods involved with utor leave the players feeling like they learned meaningful stuff. In Rhine they feel random isolated in meaningless ways or largely leave the players feeling like they learned the existence of plot armor
 

We sure about this? Minority, sure, but a small one? I haven't run a published adventure in 30 years, and I don't think I'm that much of an outlier.
Imho published adventures are for beginners that will probably not be playing or running games in 5 years. They are crutch to learn. Once u have DM’ed for more than that the creative juices are flowing and adventures just start falling in place. You start making connections to previous adventures threads and think fit together. Sure it’s nice to read an adventure for maybe a new idea and to see what’s going on. But it’s really not necessary. Now if you DM every week that first year will be rough.

And once you start doing your own adventure it gets way way easier than doing a published adventure because you already did a lot of the setup world and fleshing out the setting over many previous adventures.
 

Imho published adventures are for beginners that will probably not be playing or running games in 5 years. They are crutch to learn. Once u have DM’ed for more than that the creative juices are flowing and adventures just start falling in place. You start making connections to previous adventures threads and think fit together. Sure it’s nice to read an adventure for maybe a new idea and to see what’s going on. But it’s really not necessary. Now if you DM every week that first year will be rough.

And once you start doing your own adventure it gets way way easier than doing a published adventure because you already did a lot of the setup world and fleshing out the setting over many previous adventures.
That is a very narrow and uncharitable view.
 



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