In the game of your dreams, what does the GM/DM do?
We all have things we hate, but what do you love and want from a GM in the design of the position within a game?
Many games have a GM or DM role. Many people write about what it takes to be a good GM in different systems. How well different systems support that position. This isn't a question of "what is a GM?"
It is more a question of what do you think the position should be in your wildest dreams?
As a player what do you want out of your GM? What would make you take up that role? What powers do you want that person to have?
Do you want them to be a conductor? Do you want them to be more of a person bringing the story collaboration together? Do you want them creating the world or do you prefer that world creation to be more collaborative with the players?
As a GM- How much meta-game do you want to deal with? Do you like meta-currencies? Are you the sort that want the game to resolve things for you, or do you prefer to be more rulings over rules?
What do people prefer the relationship between the GM and players to be in their preferred dream game?
Which bits of the positions from various games would you take if you would or are making a game of your own?
I know I am pretty late 80's traditionalist in my desires. I like it when the GM is presenting the world and I am more responding to it as a player. As a GM I love the feeling when players are taken in by what I am presenting to them, when they emotionally get involved in the story immersed in themselves as their characters. Not acting so much as pissed at the bad guy, because they are pissed. Excited at succeeding because they succeeded, in fear from what might be around the corner, or excited to explore out of curiosity that is there own channeled though the character.
I like the rules to keep things fair and honest. To help me as the GM not just dictate what happens but have the game in it. I do know I like a GM who listens to how things might run in edge cases, but that ultimately running the game is GMs province where running the character is the players.
This isn't the One Right Way, it is just my personal preferences, largely built out of playing a lot of games and the ones I prefer.
What I am interested in is other people's preferences, both to help me understand wider playstyles and what more people would want when I am Going and help me be a better GM, but also to better understand different desires that others have when they are GM-ing and I am player.
Lastly, How could games better support you as a GM? both in basic design of the game and in presentation? because I am interested in how to get more user friendly designs.
Posted Jul 12, 2022, 11:59 PM UTC
As a player I want a GM who relays a living world that responds to my choices and actions. I don't want to be a character in their story. I don't really want any intentional story. I want a GM who is playing to find out what happens just like I am.
As a GM I want engaged players who set goals and make plans, not just react moment to moment. I don't care about metagaming in the traditional sense, as to me, characters are just a vessel for play. I'm not generally interested in meta currencies or any attempt to provide satisfying play through mechanical resolution as opposed to diagetic. I roll dice to handle the things that aren't fun or easy to talk through, everything else is a conversation, IMO.
Honestly, I think the diagetic aspect is one of the best things that GMs bring to a game, and, for me, hard to replicate in a GM-less or more mechanically driven system.
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