The RPG-Designer GM

GM: “And now, we move on to the climax of the adventure….for which I have written some special rules. Have a quick flick through, they won’t take long to learn, honest.” (Hands everyone a 100-page rule supplement)

Players: “We go home”

The 2d6 GM

Player 1 (Plate Mail clad Half-Ogre Fighter with 6 dexterity): “I try to leap the burning chasm”

GM: “Roll 2d6….high good, low bad”

Player 2 (Leather clad Elven Rogue with 20 dexterity): “OK I do the same.”

GM: “Roll 2d6….high good, low bad”

The “Cold, Cold, Cold” GM

GM: “The bad guy legs it into the forest, carrying with him the Orb of Unfeasible Importance. You lose him.”

Players: “Well, we’ve got a Ranger a Barbarian and a Druid in our party. We use all our woodland skills and try to track him.”

GM: “The trail seems to have gone cold.”

Players: “OK, the cleric casts ‘Locate Object’. He hops on the flying carpet with the mage and flies over the forest trying to locate the Orb.”

GM “Cold.”

Players: “The mage uses Detect Thoughts as well.”

GM: “Cold, cold, cold.”

The above caricatures were coined to describe the three main GMs in our group and our respective annoying traits. (And they are caricatures - it was only 30 pages, dammit!).

All of these styles of refereeing have something to offer but can be taken too far. Rules are good for consistency and this helps the sense of immersion but when they become too dominant they stifle creativity and bog down the flow of the game. Being too lazy to use a rules framework and just determining things by handwaving judgement calls or an extremely rules-light approach makes for fast gameplay but does a disservice to character diversity - for what’s the point of taking pains to develop a distinctive character if the GM can’t be bothered to let them exercise their distinctive talents? - and can be immersion-breaking. Lastly, a pre-written adventure plot that the characters are powerless to influence de-protagonizes them and relegates them to the role of passengers on the GM’s story train (I can think of a fair few published 2nd edition AD&D modules that actively endorsed this approach).

In my refereeing I try to maintain a balanced approach. I know that different players enjoy different styles of refereeing and I try to make sure there’s something for everyone. I do like making up rules that I can fall back on to structure the game, because I tend not to work very well as a spontaneous GM (though I have my occasional moments of spontaneous flair and flourish). I tend to prep a lot too, and often wind up using about 1/4 of what I’ve prepared (the rest is either recycled or kept on ice for if the party ever returns to the adventure site). But I’ve learned from my mistakes and I curb my enthusiasm for rules-writing these days - introducing them in bite-sized chunks and never mid-adventure.

It’s often said that the most perfect face (in terms of attractiveness) is made up of a composite of many attractive faces. Maybe the most perfect GM would result by taking the characteristics of many great GMs and blending them together….

Some other kinds of GM - ones that we might not want to include in the composite Perfect GM:

The Antagonist GM whose goal is to ‘win’ against the party.

The Unoriginal GM whose adventure plots always bear a startling resemblance to the latest fantasy novel they’ve read.

Maybe someone should write a taxonomy or a classification chart or something. If there isn’t one out there already. (Don’t look at me).

So, what kind of GM are you?