WISH: GM Role
This weeks WISH question comes from Meera:
What is your idea of the relationship between GM and player? Is the GM a host, an adversary, an enabler...?
There's been some excellent WISH questions the last couple of weeks and I've been meaning to go back and answer the last couple. However, this one particularly strikes a chord for me.
I've found my standard way of explaining to non-gamers what roleplaying games are and I think it helps describe my thoughts on what the relationship between the GM and the players. "Roleplaying games are a form of cooperative storytelling where people gather together to tell interesting stories. Some players take the roles of certain characters and other players, called gamemasters, take on the job of giving the story structure. The gamemaster gives the player a basic plot, a setting and other characters to interact with. Together, they tell the story."
The GM is a host, an adversary and an enabler. It is the GM's duty to complete the story. The PCs will come with a certain amount of characters, plotlines and theme. They will come to the game with all their stuff in tow, but even with all of the characters and story they bring, the world is far from complete. They may have parents and siblings, friends and enemies but they probably won't come to the game with the firendly shopkeeper who sells love potions down the street or the loyal lackey of their chief adversary who always seems to be a thorn in their side. No, they will bring only a certain amount of the world with them. The rest is up to the GM.
As a host, the GM sets the scene and introduces the players (and characters) to the world that the GM has created. The very presence of the PCs immediately begins to change the world and like a gracious host the GM should accept the fact that these PCs are going to make themselves comfortable and move things around a little. The GM and his or her world should be ready to adapt to these changes rather than fight them and force the PCs to conform to his or her vision. The story is not just about the world. It is about these characters as well and for them to fit into the world, the world must give a little. The GM may help the player design a character that fits in to the "big plot" they have in mind for the game but once the player character has that character, it's all their's. Even when playing a pregenerated character (a character the GM supplies to the player) the GM must be ready to let that player "create" their own version of the character and for that version of your character to somehow change the world.
As an adversary, the GM creates and plays the antagonists of the story. The GM must make them interesting and complete characters. Ideally, the GM gets in to their head a little and understands how they think. Then the GM can have these non-player characters act as real characters making decisions that are consistent and as intelligent as the antagonist would make. The antagonists want to win and they usually want to win as bad as the player's characters do. To that end they must work against the characters, resisting them and generally making their live's difficult.
As the enabler, the GM ensures that the players are able to be succesful. The players should be able to overcome all (or almost all) challenges and come out the victorious heroes (or anti-heroes). The GM also should enable the players and characters to have some influence on the story. Give them tools and abilities to change the face of the world or at least the oucome of the story. Give them oppurtunities to explore the depths of the character and become the fully realized person that great fictional characters are; not just two dimensional plot-devices but characters with hopes, fear, etc.
The GM is as much a player as the players who play the protaganists, the "player characters." The GM just has a much broader part and set of reponsibilities but these responsibilities are much a game as the game the others play. The GM must stretch his or her imagination and throw themselves into the imaginary world. Together with the players, it becomes a story. Together, with the players, the GM should feel free to have fun and remember that, in the end, it's a game. Everyone is playing to have fun. It just becomes a larger part of the GM's duty to make sure that fun happens. Encourage the players to throw themselves into their character's and let loose those creative energies. That, if you want my humble opinion, is the whole point of gaming. I have heard people try to make roleplaying into more than that and it can be. If we walk away knowing something more about the human condition or finding some deep insight in to our own personalities, its a nice bonus. The true magic of gaming comes in the creative flow between players and GM and the willingness to "just create."
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