Worlds of Design: WANTED - More Game Masters

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?

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?

wantedposter.jpg

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?
 

log in or register to remove this ad

Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

log in or register to remove this ad

Reynard

Legend
This you?
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.
Emphasis mine.
 


pumasleeve

Explorer
Its interesting that the poll results, as of this time, do not support the premise that gms are hard to find, but in fact indicate that most players actually prefer to run a game themselves (myself included). Epiphany time: most of the players at your table actually want to run the game themselves. More or less. They at least have an idea of how you should be doing it and are doing it wrong. I have definitely seen this play out time and time again in many games. Id be interested in any ideas people have on how you mitigate this at your table?
 

Ovinomancer

No flips for you!
Its interesting that the poll results, as of this time, do not support the premise that gms are hard to find, but in fact indicate that most players actually prefer to run a game themselves (myself included). Epiphany time: most of the players at your table actually want to run the game themselves. More or less. They at least have an idea of how you should be doing it and are doing it wrong. I have definitely seen this play out time and time again in many games. Id be interested in any ideas people have on how you mitigate this at your table?
You need to be aware that ENW is not representative of the broader community and is heavy slanted towards GMs. The poll is reflecting ENW demographics.

I agree with the premise, here, that GMs are fewer. I disagree with some of the post's solutions, but not the premise. There's a muthology built up around GMing -- that it is hard, that it takes special people or lots of hard work. Yet, other games manage it just fine without the mythology. The reality is that how we play D&D is the problem. You can't kearn to run D&D because you have to learn how to run it for this or that table, which are different. D&D is hard because of the huge gaps that say "insert GM here." They can't really write advice because so kany have such different udeas of what gies in that gap. @lewpuls thinks you need to close those gaps, and that could work, but then D&D is one thing and the wider set it is now. The problem getting new GMs is structural to 5e, and also tradition from the start that GMs are special. The former would be bad to eliminate, and the latter is unlikely to stop, given the responses to this thread.
 

In my opinion, what seperates an average DM from a good DM, is the quality of their storytelling. Since being a good writer and a good storyteller is hard, so is being a good DM.

Virtually anyone can run a game. But it is all about how you run it.
 


Sithlord

Adventurer
I'll stop playing coy:

Modules are not just for beginners or people that "won't be playing in 5 years." They are for all kinds of people, from those that are busy to those that like structure to those that like to color within the lines. Suggesting otherwise is both elitist and dumb.
Nah. If you are busy and experienced and know the game it’s faster to make your own. That’s my opinion and experience. They can be fun to read for ideas. Published modules are just more work once you have built up your own material, plots, and threads over years of playing.
 
Last edited:

Reynard

Legend
In my opinion, what seperates an average DM from a good DM, is the quality of their storytelling. Since being a good writer and a good storyteller is hard, so is being a good DM.

Virtually anyone can run a game. But it is all about how you run it.
I don't think "storytelling" is the primary GM skill. GMs facilitate group storytelling. Sometimes that's because they themselves are great storytellers, but sometimes it's because they are good at herding cats, or because they are more rules oriented than their players, or because they have strong interpersonal skills.
 

dragoner

KosmicRPG.com
Improv is one of my biggest skills, reading the room is good too, one I am still working on. Being a GM feels like an in progress sort of experience, always learning new tricks, one of the main reasons for hanging around on the internet.
 

Remove ads

Remove ads

Top