Scott Rehm posted an interesting open letter
to Dungeon Masters here: https://plus.google.com/113196639040063517758/posts/SX8LCNzKUFU
It is worth reading, and there is much of
it that I can agree with. The overall
sentiment is, in fact, one with which I wholeheartedly concur. There were, of course, a few points at which
I was forced to twitch an eyebrow.
First off is this:
GMs will argue endlessly about the best way to do this and that. They will argue about "yes, and..." and failing forward and binary rules and simulationism and player agency and binary outcomes and this will be good and that will be bad and the other is the only way to get players invested. And those arguments are so much noise and fury that signify nothing. They don't matter. They are window dressing. They are bullshit. And the more passionately you argue for one over the other, the more full of bullshit you are.
Obviously, I disagree with this. A lot of arguments about the best way to GM
are, obviously, only so much bullshit.
But experience has taught me that the way in which I run a game
matters. It has also taught me that
running a game well is a transferable skill.
What I mean by that is simple: My own GMing has changed over the years,
mostly for the better, although at times for the worse as I attempted to put
certain advice to the test. I ran a game
in 1980 well enough to keep a great many players at my table; it does not
therefore follow that my game was the best it could be. GMs, like anyone with a skill set, improve by
practice, by experiment, and by discussing their trade with others.
We all have our own strengths and
weaknesses. Doing our best job means
that we will exploit those strengths while shoring up our weaknesses. What works for me might not work for you, and
vice versa. My particular weaknesses,
for instance, might prevent me from feeling easy about using a better method
for some GMing task I set out to accomplish.
It doesn’t follow that my doing it my way is better than if I set out to
overcome my weaknesses and master a new task.
I would not be half the GM I am today if I
were not exposed to the “bullshit” of GMs arguing endlessly about the best way
to do this and that. Yes, you are
special for GMing. Yes, you should feel
proud of what you are doing. Also, Yes,
there is room in your GMing for improvement, and Yes, paying attention to some
of that endless arguing may be of assistance in so improving.
In fact, the whole letter may seem to be
both encouragement, and advice of the type Scott calls “full of bullshit”.
That's the thing. You can't be a lazy GM. You can't half-ass it. The longer you are at it, the more likely you are going to face one of those choices. Even if you manage the workload, even if you find all the tricks to focus only on the parts of the game you love, eventually, there is going to be a human conflict at the table and you will have to be the one to resolve it.
I would prefer to read this section as “Yes,
other GMs will have ideas – some of them good ideas, and some of them terrible
ideas. It might be a good idea to pay
attention to them, but if any one of these ideas damages your love of GMing,
whatever benefit you might gain isn’t worth it in the long run. Always take the advice of another GM with a
huge grain of salt. A grain of salt too
heavy for you to lift is not too large.”
And then I would agree.
But I would also argue that, to GM well,
you must also always strive to improve.
You can’t be a lazy GM and expect to also be the best you can be. Your love for the game will atrophy. The bullshit matters.
When I think of the word “narrative”, I think of the actions that occur in the game. When I think of the word “railroad”, I think of the GM usurping the ability of players to make choices within the context of the game. Scott clarifies this in the comments section,
I have been called a terrible, awful DM. I have been called that by other DMs. Because I am railroady. Because I keep a tight leash on world building. Because I am old fashioned and old school and don't believe in player agency over the narrative.
When I think of the word “narrative”, I think of the actions that occur in the game. When I think of the word “railroad”, I think of the GM usurping the ability of players to make choices within the context of the game. Scott clarifies this in the comments section,
With regard to "player agency over the narrative," this refers to games in which the players decide things about the game world outside of the decisions their characters make. In a traditional game, a player exercises their free will by deciding what their characters do in response to a given situation. They declare the action their character takes - no more, no less - and the DM responds to that. Player agency refers to the practice to allowing the player control over things other than their own characters.
Please note that this is not what I mean,
nor have ever meant, by “player agency”.
Nor, if the GM allows the players to make whatever choices their
characters should rightfully be able to make, does this meet any reasonable
definition of “railroady” in my book.
Everything else? It’s a good post, and one well worth
reading.
Just don't get so carried away slapping your own back that you forget to improve yourself a little, every chance you get.
Just don't get so carried away slapping your own back that you forget to improve yourself a little, every chance you get.
