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Thursday, April 03, 2014

Trials Of A GM

A friend of mine recently decided to bow out of a game he'd invested a lot of time and effort in because the GM rescinded a decision he'd made. I've been in that position more than once so I understand where he's coming from, and, to be frank, the GM in this case, is in the wrong. A GM runs a game. He plans it. He plots it. He wrangles the players, balances forces, creates the NPCs and sets them loose in the world. He creates the background. He writes the storyline. But once the game is underway the GM cannot, and should not, dictate all possible avenues of game play for every player - especially in a non-video 4X game of the free-form style I'm talking about here. The GM, just like a writer, has to be flexible enough to allow his players and his characters to "go with the flow" of the storyline he has set in place. He (or she so as not to be too sexist here) can set up cut-scenes, scenes which must happen within the game, and has an extraordinary amount of flexibility when it ccmes to creating new scenes that have to happen within a game. But a GM should never, ever, in my not so humble opinion, ever dictate that certain things cannot happen within the context of an open-ended or even closed-ended game. This is a path toward chaos and players quitting because they cannot do what they believe will advance their own agenda in the game. Now, the GM has a certain ability to influence the course of his game - indeed, he has perhaps ultimate power in that regard - but to simply erase a player's ability to do what they want, to backtrack or sidestep the GM's storyline, to deviate from that storyline, is to alienate players in that game and to leave egg on the face of the GM in that regard. Other players are going to reconsider whether or not they want to play in that GM's games again because of such heavy-handedness, plus potential players who are considering juping in may not be enticed in the future into doing so. And that affects all the GMs in a game - not just that one. I've stayed out of the argument thus far, but I can see a thousand ways this particular GM might have been able to wrangle the player's decision(s) in-game to better his storyline. The same, I believe, hold true for writing. When a character simply will not hold true to the plot, it's not generally a good idea to force them to toe the line. In fact, because characters have a habit of going off on their own and ding their own thing if a plot is decent enough, sometimes the story can come out better than the GM/writer ever thought it could. When players make their own decisions about their characters and their worlds and their empires - that's the player thinking for the GM/writer. Give them their head, let them have free rein. But be prepared to throw your own or a different monkey wrnech in their path along their way. Let them live and die on their own. Only that way will your characters become truly human and truly memorable. And maybe, just maybe along the way you'll have more story than you ever thought possible. Thanks, Greg

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