Topic: GM is god?
Started by: Darksmith
Started on: 10/18/2004
Board: RPG Theory
On 10/18/2004 at 6:39pm, Darksmith wrote:
GM is god?
There have been a couple of refences to the whole, "GM is god" mindset. What are the general views on this type of mentality? Is is accepted and expected? Do you try and avoid such mindset and gaming groups that bye into it? How do you deal with it one way or another. Is it as prevalent as it appears?
On 10/18/2004 at 7:47pm, Eero Tuovinen wrote:
RE: GM is god?
The ideal is to avoid pure polling type threads here. Thus I won't tell you anything about my own opinions on the matter :D If you want to continue the thread, find an angle for discussion that results in more than comparing experiences.
The obvious answer to the mentality is to note that it's appropriateness depends on the game and the group. If you play a game where you need a god GM, then you by golly should have one. So, asketh the furry forest creature, which are these games?
Above all others is probably Paranoia, which explicitly assumes a god GM. Then there's a bunch of '80s games (everything from Chaosium, say) that imply both adherence to rules and the GM deciding everything without really taking a stance. Lastly there's the "storytelling" type games of the '90s that are explicitly schitzhophrenic, giving rules and telling you not to use them, talking about mutual storytelling and how the GM is anyways always right, and so on. WW games are a good example, as well as Tri-stat games. I find the latter extremely funny, as they tend to include "freeform is the highest form", "always obey the GM" and "change any rule you wish" in the same book with tens and hundreds of pages of dense rules material. Talk about blindness to meaning.
In this morass it's no wonder that the simplest possible power structure, where the GM decides what goes, tends to be a common one when the game doesn't explicitly give power to others. In some circles it's become the mark of the good roleplayer: in Finland it's the de facto boundary between "real roleplayers" and twerps, whether they're willing to cede all power to the auteur figure. It's considered whining to posit any other source of authority.
Then again, nowadays there are games that again explicitly discuss the issue and limit GM power. Being that you're in Forge, you probably know all about them.
On 10/18/2004 at 8:04pm, TonyLB wrote:
RE: GM is god?
Lots of good discussion on this in the Game Master Is System thread a while back.
Apart from that reference, I do feel I should add that Paranoia, which Eero lists as one of the most explicitly "God-GM" games, is absolutely made to be GMed reactively, letting the players drive the story through their always-humorous attempts to escape their enjoyably doomed fate.
So power and authority do not equate with either authorship or control.
Forge Reference Links:
Topic 12084
On 10/19/2004 at 3:29am, Marco wrote:
Re: GM is god?
Darksmith wrote: There have been a couple of refences to the whole, "GM is god" mindset. What are the general views on this type of mentality? Is is accepted and expected? Do you try and avoid such mindset and gaming groups that bye into it? How do you deal with it one way or another. Is it as prevalent as it appears?
I'm not sure what it means, when you get down to it. Does it mean: don't argue with the GM? Does it mean the GM can have anything happen at any time for any reason and you don't have a complaint? Does it mean the GM runs the story like it's on rails and you ought not deviate?
I mean, in one sense, saying "The GM of a traditional game is god-like in terms of 'creating the world' and in terms of 'having things happen like the weather, gravity, etc.'" then I agree with it.
If it means "The GM is the ultimate word on anything within the game" then I think it's kind of an annoying way to put it (do we say "The umpire is God" in reference to a baseball game?)
If it means the GM has free reign over physics and cause and effect and it'll suit his whim then I suspect it's a social contract I wouldn't much appreciate.
-Marco
On 10/19/2004 at 3:31am, Ron Edwards wrote:
RE: GM is god?
I'm with Marco. 100%.
Can someone please provide a specific, definite, descriptive explanation of the phenomenon we're supposed to be discussing?
Best,
Ron
On 10/19/2004 at 4:19am, Mortaneus wrote:
RE: GM is god?
As one of the more recent mentioners of said tendency, the 'GM is God' mentality usually consists of some combination of the following:
1. The Rules Say what the GM says they do.
2. The GM has the right to override anything you say or do, under all circumstances.
3. If it doesn't happen with the GM as a witness, it didn't happen.
4. Do not question the GM on why something happened the way it did. The GM has everything under control.
5. The GM has absolute mediatorial control over all discussion, in and out of character, including the right to say 'SHUT UP'.
6. Any rights and priveliges not mentioned above are to be relegated/denied as the GM sees fit.
7. Players posess only one right, to leave the game. And often, if they do so, they are no longer welcome to game with the group in any future games, lest the GM punish those who did stay for fraternizing with an insubordinate player.
I've seen this mindset more than a few times in my gaming career, and frankly, it drives me nuts. I simply cannot play in a game that acts under these suppositions. I can understand how it might work for some groups, and how for some groups it might be necessary. Not for me.
On 10/19/2004 at 5:45am, bcook1971 wrote:
RE: GM is god?
I've acted as final arbiter of the rules as a GM, against the arguments of disgruntled players. It was usually in cases where they argued for the last ounce of advantage, like a whining defense lawyer. (You have to admire how Gamist players press to the edge.) Disputes shouldn't be settled with shouting matches, most would agree; so there is value in this function.
I think GM's as rules arbiters spoil their impression when they make inconsistent rulings or appear to be motivated by petty moods, like spite or arrogance.
Likewise, it's when a GM overrides something without explanation or in a dismissive manner that players become disenfranchised.
Mortaneous' SC clause about a GM witness duty reveals the classic RPG bottleneck of GM attention. The following is an example of a phenomenon I've seen time and time again: the players are marching along; other players are in different locations, performing maintenance functions; the progressive sub-party is attacked; concentrated SIS impact is lavished on the embattled sub-party; other location subs get ants in their pants, trying to get to the site or do something to affect the outcome of the battle; they get drowned out by input from the combat sub or told "you're not there"; combat ends and input is received for follow up functions (healing, collecting spoils, etc); non-combat subs become disgusted and disengage; calls for input go out unheeded; after the disenfranchised leave their darkness, an argument ensues over whether they provided input and how what counts is what the GM heard.
I've got an example for #4: my GM had an NPC bring my nemesis' head in a basket to my apartment door. Talk about pissed off. How could I exact my revenge on a dead man?
Every GM sets the tone as far as how much side-talk he will tolerate. I have sat for some GM's that told everyone to shutup, but we were being brats, and he was seriously stressing. I more tried not to laugh than got upset. And I've interrupted everyone's side conversations and told them it was a drag to compete. And you kind of sympathize with them being bored. And you also kind of get pissed off at their inability to invest in the on-screen players' experience.
I've never seen a GM revoke player priveleges. I have, as a player, stabbed another's character to punish him for checking our party's hit point levels and then fireballing the demon (or whatever), frying us as well. The mage was vastly more powerful than the fighter-thief I was playing, but his player's hands were shaking and the whole group grew quite. "I think I've made my point," I said. "It's your funeral," he said. And we let it go. Talk about your spontaneous Nar moment.
Players resign out of frustration. They're frustrated because they don't have any impact or don't like the direction of Exploration. The GM fails to support the players because they do not intersect his preparation. He is afraid to stamp left-field input because it may compete with his ability to provide play material. If he fails in this, he will appear foolish and ineffective.
I think the way through is to ask for what you want out of what he (the GM) can deliver.
On 10/19/2004 at 2:10pm, Darksmith wrote:
RE: GM is god?
I've always felt that the GM is not a god of the game by any rights. If there was anyone that should be considered the 'god' it should be the design team of the game. They created the rules and world in which the characters must interact. The GM must intereact within this world and use it's 'laws' to tell his story.
At least that is how I see it.
The GM can fudge rolls or change things within the game, but the game is still the framework that he is operating in. I've only seen a GM totally disregard the framework of the system we were playing once and it did not go well.
I guess my real question is: Should the GM be bound by the rules of the system that he is running just like the players or should he be above them? Is there a happy medium?
On 10/19/2004 at 2:28pm, Halzebier wrote:
RE: GM is god?
Darksmith wrote: Is there a happy medium?
I'm afraid that depends on more factors than I can identify, i.e. I think there is no universally correct answer.
Sometimes, it's best to handle things by committee. (Really! =)
And sometimes, it's best to designate a dictator for a specific time or (sub)task.
Depends on what you value in a game, really.
In any case, I think that "GM is god" (as defined by Moraneous) is a wide-spread and damaging fallacy.
Regards,
Hal
On 10/19/2004 at 2:56pm, Jeremy wrote:
RE: Re: GM is god?
For my crew this "GM is God" started from our first games.
The first time a new player starts building a character I explain a few things. Like this is a drama but instead of being on stage you're sitting in front of other players. Also you don't have any lines. Only guild lines as to how you're character should act.
But when it came down to explaining that I as the GM tell the story they seem to get a bit confused. I tell them that I'm like a narrator setting up the scene. But that didn't help to much. "But why do you get to deiced if it's raining or not?" Well I say because I'm the creator of the story. I set the mood and control all the other people in the game that aren't PC (aka NPC). Think of it as a god in that I control your environment and I can even control your actions. "Ahhh ok I understand now".
An added rule that we use is that the GM is the ref in that he/she has final say in all discussions. What makes a good GM is their ability to listen to the needs or suggestions of the players and then find a good compromise that doesn't harm the story. But also to remind players why we are all sitting around a table. To play a game not create a rule system.
Some people seem to disagree in letting the GM have the final say. Saying it's unfair. Well to that I say the GM has to have the final say. There needs to be some type of control. You can't let the players keep changing the rules as they see fit. You can't let them take to much control over the environment. The less debate in a game session the smother it runs.
If a player doesn't want to let the GM take full control of their environment then what does that say about the player?
If the GM doesn't listen to the players needs then that GM will find him or herself without players.
But when it comes down to a yelling match about what is right. The GM has the final say. It's his or her game session. Therefore it's the GM's rules that we use. GM is God.
--
OT: How's that for my first post. smiles. This board has been a very valuable resource for my gaming needs.
On 10/19/2004 at 4:14pm, DannyK wrote:
RE: GM is god?
It seems to me in most games, the GM tends to be "first among equals", like the king among the barons. There are very few games (Scarlet Wake and Universalis come to mind) where there isn't a privileged participant.
Even then, I suspect, there's probably one guy who "knows the rules really well" and acts as informal leader.
The degree of hierarchy in the game, the elevation of the GM ("umpire" vs. "absolute god") has more to do with OOC intrapersonal factors than to rules.
On 10/19/2004 at 4:40pm, Halzebier wrote:
RE: Re: GM is god?
Hi Jeremy and welcome to the Forge!
I think your post is interesting, as it touches upon two different meanings of the expression "GM is god":
Jeremy wrote: But when it came down to explaining that I as the GM tell the story they seem to get a bit confused. I tell them that I'm like a narrator setting up the scene. But that didn't help to much. "But why do you get to deiced if it's raining or not?" Well I say because I'm the creator of the story. I set the mood and control all the other people in the game that aren't PC (aka NPC). Think of it as a god[.]
[...]
An added rule that we use is that the GM is the ref in that he/she has final say in all discussions.
You are differentiating between two meanings here:
(1) "GM is god" refers to an evocative image which can be useful in explaining some traditional GM functions to newcomers.
(2) "GM is god" refers to the idea that the GM is the final arbiter.
Some people seem to disagree in letting the GM have the final say. Saying it's unfair. Well to that I say the GM has to have the final say. There needs to be some type of control. You can't let the players keep changing the rules as they see fit. You can't let them take to much control over the environment.
You describe a valid and sensible way to avoid the problems you mention (e.g. confusion about the rules).
However, there are other, equally sensible ways to address these issues without adhering to "GM is god" (in the second sense).
I suggest you take a look at the games _Universalis_ (which is GM-less and has players create rules on the fly) and _InSpectres_ (which gives a great deal of control to the players), both of which have been discussed extensively at the Forge.
I personally find them fascinating and think that they show how things can be done very differently.
(Perhaps someone with more search-fu will provide links to useful threads...?)
Regards,
Hal
[edited once to correct minor mistakes]
On 10/19/2004 at 5:11pm, eralston wrote:
RE: GM is god?
In what general set of theory of religion are we approaching the dimension of god from?
If he was wise and patient, being one with the river, or some other nonsense like that, then obviously there is nothing to fear.
However, if they were a power flaunting wrathful type that could be bad.
In a small tangent, it seems to me that most "the GM is god and has no responsiblity to go with his great power" ideals come from a similar "it's us versus the DM" mentalities that early gamers have.
Most people with such mentalities (us vs. GM) are, shall I put it lightly and say, BAD roleplayers. They usually do not understand the non-GM elements of the game that make the universe meaningful (such as style, or player participation, or that it "role"-playing and not "roll"-playing).
I would also say that if the GM were really god, computer-based RPGs wouldn't function as well as they do.
In summation, I would say anyone who believes the GM is god should think that Tom Hanks thinks Steven Spielberg is god, the GM is there to compel and challenge you, not send you to heaven or hell, contrive a list of commandments, or judge you based on their own set of moralities.
On 10/19/2004 at 5:50pm, Jeremy wrote:
RE: Re: GM is god?
Halzebier wrote: I suggest you take a look at the games _Universalis_ (which is GM-less and has players create rules on the fly) and _InSpectres_ (which gives a great deal of control to the players), both of which have been discussed extensively at the Forge.
I personally find them fascinating and think that they show how things can be done very differently.
Very interesting. I'll have to look into more details. My only concern would be players abusing their creative control. I assume the games have rules that dictate how much control the players are giving. I can see a game becoming chaotic and very silly quite fast without some type of check.
But would it not then go from "GM is God" to "Book is God". Smile. "You can't do that. The book says so!". Something has to have final say.
When I say God I mean an entity that has creative control over all and can change the outcome of any event. Maybe not in the religious sense. I use the word to convey a meaning/feeling not a religious message.
-Jeremy
OT: I'm personally not religious.
On 10/19/2004 at 6:00pm, Jeremy wrote:
RE: GM is god?
eralston wrote: They usually do not understand the non-GM elements of the game that make the universe meaningful (such as style, or player participation, or that it "role"-playing and not "roll"-playing).
Well said.
eralston wrote: I would also say that if the GM were really god, computer-based RPGs wouldn't function as well as they do.
In summation, I would say anyone who believes the GM is god should think that Tom Hanks thinks Steven Spielberg is god, the GM is there to compel and challenge you, not send you to heaven or hell, contrive a list of commandments, or judge you based on their own set of moralities.
I would have to agree and disagree. "Steven Spielberg is god" would be true in that he's the director. I want the scene to look like this. I want this outcome to happen. Tom Hanks is just the actor paid to act the role that the director has outlined. Now as with many many directors Tom Hanks has some lea way in that he can say "what if we do it like this?" But in the end Spielberg says yes or no.
I guess we that use "GM is God" should be using "GM is the Boss" as the idea of God and what is God doesn't translate very well between people and cultures.
Doh. I'm breaking one of my rules of "don't talk religion." I'll stop now.
-Jeremy
On 10/19/2004 at 6:15pm, Chris Goodwin wrote:
RE: GM is god?
Ron Edwards wrote: I'm with Marco. 100%.
Can someone please provide a specific, definite, descriptive explanation of the phenomenon we're supposed to be discussing?
I'll take a whack at it.
GM Is God: The notion that, for a given System and instance of play, absolute authority over all GMing Tasks is given to one person, with no room for negotiation or compromise.
On 10/19/2004 at 6:18pm, Marco wrote:
RE: GM is god?
I'd asked for a definition and Mortaneus gave a pretty good one (a concrete one). I was going to analyze them point by point but it all came down to the last one: I think ultimately the most a player can do in a game is leave (I mean, the player can deck the GM and cow him into doing what the player wants but I'm going to stick with best-practices functional behavior here).
The idea that a GM can ostracize you for fraternizing with the enemy seems pretty ... well ... high school to me. It doesn't sound like adult behavior and if that's the reigning mentality then I think that's got some severe problems.
But I do believe in (under traditional gaming and for me specifically) having a very empowered facilitator (i.e. a very powerful GM). This is because I think it very much facilitates immersion (Actor Stance) which is something I value.
So having the GM "act all powerfully over the rules and the game world" is fine by me so long as that power is used in a way that directly serves me.
-Marco
On 10/19/2004 at 7:19pm, Darksmith wrote:
RE: GM is god?
So... GM is god... as long as it's beneficial to all involved?
So it's more of a Social contract that gives the GM the control he has in a game enviroment. The GM's 'powers' are directly tied to what the players will put up with?
I've always seen the GM as more of an abitrator or judge. The system gives us the 'physics' of our world. The GM gives us the situations or story that we, as players, drive or interact with. The decisions in game lay with the players, for good or ill, with the consiquences enforced by the GM.
Now that I think about it it seems that we're creating a hiearchy with in the SIS between the judge and players.
On 10/19/2004 at 7:29pm, Marco wrote:
RE: GM is god?
Darksmith wrote: So... GM is god... as long as it's beneficial to all involved?
Well, for me, in practice: if the GM breaks the rules and it doesn't serve me then I'm not going to accept that. If the GM has something happen that I don't like or don't understand I'd question it and the answer needs to satisfy me ("it's all I could think of, man, things are gettin' complex!" is an alright answer in terms of social contract for me once in a while--but if it's a recurring explanation then we have a problem).
Since the GM's power has to serve me his or her decisions need to pass my judgement each time and that's okay: we have a set of rules. I expect the GM to rule on gray areas. I don't expect the GM to simply override them.
Unless it serves me (we're playing a combat, everyone wants to finish up that night, it's takin' time, the GM says "we're moving to quick kill rules.")
So: the GM can act as 'god'--until I don't want him to--and I regain my power.
What that really means is: I don't have an absolute position on what a GM can or cannot do and I'm willing to be flexible and work with the GM and within that framework just about anything the GM did could be okay (GM says "Don't argue with me on this one ... trust me!" And trust him I do--unless I have reason not to).
That's not, when it gets down to it, a very godly role. But it means I'm not limiting the GM to simply being a gray-area rules adjudicator.
's a complex issue :)
-Marco
On 10/27/2004 at 3:27pm, John Uckele wrote:
RE: GM is god?
Mortaneus wrote: As one of the more recent mentioners of said tendency, the 'GM is God' mentality usually consists of some combination of the following:
1. The Rules Say what the GM says they do.
2. The GM has the right to override anything you say or do, under all circumstances.
3. If it doesn't happen with the GM as a witness, it didn't happen.
4. Do not question the GM on why something happened the way it did. The GM has everything under control.
5. The GM has absolute mediatorial control over all discussion, in and out of character, including the right to say 'SHUT UP'.
6. Any rights and priveliges not mentioned above are to be relegated/denied as the GM sees fit.
7. Players posess only one right, to leave the game. And often, if they do so, they are no longer welcome to game with the group in any future games, lest the GM punish those who did stay for fraternizing with an insubordinate player.
I've seen this mindset more than a few times in my gaming career, and frankly, it drives me nuts. I simply cannot play in a game that acts under these suppositions. I can understand how it might work for some groups, and how for some groups it might be necessary. Not for me.
Yes. That is God... Almost.
You place value judgements into this style. I myself go by the notion that the GM is god. The GM can do anything in the game. The GM can create portals where your detect magic just failed, and they can smite characters. They can over rule actions, and they can ignore or create whatever rules they like. The have the final word on everything in game, and if it's their house, everything out of game too. The GM can kick out the entire group (I've done it, kicked an entire group minus one player out of my game). Now, that being said:
If you kick everyone out, you aren't really a GM anymore. If you rule with such tryranny that no one plays in your games, you aren't really a GM anymore. If you act like a jackass and change rules so fast that players can't keep up, you aren't a GM for much longer. So while the GM has absolute power, PCs still have free will assuming they don't piss off god. Players can still ask, question, and object. The GM gets to choose how to react to that. I have (if occasionaly) in the past changed my mind for objections. I also kicked a player out who was unwilling to stop objecting. ("You fall down the pit, take 4 points of damage.", "Do not!", "Yes you do.", "No I don't.", "Chris, you fell down the pit, take four points of damage.", "No.", "Fine, OUT! SMITE!")
I personally find it only natural that the GM has final say. The GM is the person running the story, it's their creative work, and as a player you are participating in what they are doing (even if they want you in, you are still in THEIR work). The GM can if they so choose run the game without you (assuming that other players are accesible to them), so in effect if you insist on not playing as the GM likes to, they just leave your playing and play with others.
On 10/27/2004 at 4:01pm, TonyLB wrote:
RE: GM is god?
Hmmm... provocative. Was that all an expression of personal taste, or a topic you want to raise for discussion?
On 10/27/2004 at 8:48pm, nikola wrote:
RE: GM is god?
I've been chewin' a lot on this kind of problem of late, myself. Here's what I've observed, with opinions thrown in to make it sound like I know what I'm talking about.
- If you're playing GURPS, Cyberpunk, Call of Cthulhu, or something like that, it's pretty much assumed that the GM has absolute power and responsibility. The odds say that PCs should be more powerful in the world, but also more often dead, than they really are. This is because everyone wants a good story. The GM, in games like this, want the players to see all the cool plot sHe's worked out, and they can't do that if they're out of the plot (because, for instance, they're dead, or they follow a red herring lead). Similarly, the PCs want to circumvent as much plot as possible because it's dangerous, so they do everything in their power to avoid the bad guys and, when they get to the villain at the end, they burn his corpse, sanctify the ashes, then send him into the sun, then blow up the sun, because they don't want that guy coming back. It's therefore the GM's job to make sure that the bad guys actually do find the heroes while they're sneaking around, and then find the loophole through which the villain can return in a future episode.
- If you're playing Prime Time Adventures, though, you want the villains to find you and you want the bad guy to come back in a future episode because they're good for your character, which is the closest thing to character advancement in the game. Similarly, with Dogs in the Vineyard, battle wounds, lost loves, and moustache-twisting arch-villains all add to your efficacy, so the player's on the same side as the GM (though the player characters are necessarily opposed to the GM-played antagonists).
In the first example, the GM is God in the sense that He makes everything happen despite the actions of the heroes. Sorta like a Babylonian god.
In the second example, the GM is there to drive your conflicts and make life hard for the characters (read: fun for the players) so that they can grow and change, more like, say, a Greek god. Like a Greek hero wants glory, and so charges into battle on the beach without reading the number on the mailbox, your character charges into conflict with the player knowing that it will serve to enrich the character's interest, even if the character thinks this is a dumb idea, and it's gonna get us all killed.
My take is that the GM is the facilitator for the story. You can call that "god" if you want, but if I'm GM, I'll have to respectfully ask you to call me by name, instead. "God, would you pass the Cheet-Os" doesn't work for me.
On 10/28/2004 at 4:35am, Noon wrote:
RE: GM is god?
Marco wrote: I'd asked for a definition and Mortaneus gave a pretty good one (a concrete one). I was going to analyze them point by point but it all came down to the last one: I think ultimately the most a player can do in a game is leave.
Not really. They can make the GM leave to some or a full extent. If you don't grant any credibility to someones input, their input isn't there...they may as well not be there themselves. "Well then, rocks fall and everybody dies!" "Yeah, yeah, whatever...so who's gunna GM next?"
It depends on what each individual decides, as to where that cred goes. And its quite possible for all of it to go to any player. Plenty of games have died when one person walked out (or left even on good terms).
On 10/28/2004 at 10:15pm, John Kim wrote:
RE: GM is god?
Noon wrote:Marco wrote: I was going to analyze them point by point but it all came down to the last one: I think ultimately the most a player can do in a game is leave.
Not really. They can make the GM leave to some or a full extent. If you don't grant any credibility to someones input, their input isn't there...they may as well not be there themselves. "Well then, rocks fall and everybody dies!" "Yeah, yeah, whatever...so who's gunna GM next?"
It's an interesting point. In principle, it should be possible for someone to take over GMing. However, my experience is that in practice this almost never happens. i.e. It is pretty much a given that a GM "owns" a campaign. So a player can leave and the campaign continues, but the campaign can't continue if the GM leaves.
There have been two alternatives to this. One is troupe style play, such as suggested by Ars Magica or Theatrix. Each session has a GM, but the GM task rotates among members of the group from session to session. However, it seems like later games have not adopted this. On the other hand, there are true GMless games like Soap, where the GM tasks are always spread among the players. However, my limited impression is that GMless games tend to be short-term (i.e. no long campaigns).
Going back to the initial question:
Darksmith wrote: There have been a couple of refences to the whole, "GM is god" mindset. What are the general views on this type of mentality? Is is accepted and expected? Do you try and avoid such mindset and gaming groups that bye into it? How do you deal with it one way or another. Is it as prevalent as it appears?
Personally, my answer depends on which of two subtypes it is. (1) "GM is God" in some cases means that the GM has absolute authority over what happens outside of the PC's heads. That's generally fine with me, though I often don't follow it. However, (2) "GM is God" means that the GM has absolute social authority -- i.e. absolute authority over when and where the game is played, who gets to play, and so forth. This I react pretty negatively to. I'd say it's pretty prevalent at least as an influence, and I usually deal with it by not playing with such groups.
On 10/29/2004 at 1:31am, Mark Johnson wrote:
RE: GM is god?
THE VETO
One way to deal with a lot of the negative ramifications of the "GM is God" paradigm is to institute the idea of player veto. If any player disagrees with anything the GM does in the game, they could instantly call for a vote of the players to "veto" the action. This can be, but is not limited, to rule interpretation. If a majority of the other players agree, the GM would then have to renarrate or readjudicate the action according to the will of the player who called for the veto.
EXAMPLES
-- "I know the rules are kind of unclear... but my familiar should have gotten my Dex bonus to the saving throw... I call for a veto!"
-- "It makes no sense that the Princess who sent us on the quest was actually the polymorphed Lich Necromancer who we have been fighting the whole time. I call for a veto!"
-- "There is no way that a first level party should have to encounter an Elder Red Dragon! I call for a veto!"
MY EXPERIENCE
This was a house rule in a D&D campaign I played in. The veto was never invoked so it is hard to say if it worked or didn't. But it certainly might be the answer for campaigns mired in the negative consequences of the "GM is God" mindset. If anything, I find it a bit more agreeable to my sense of fair play than the the "Rule Zeroes" (GM may overrule anything in the rules) and "Golden Rules" (The GM is Golden, he rules) of many games.
I don't think this type of rule is necessarily appropriate to games that already reflect collaborative tendencies (what is called narrativism around here as well collaborative storytelling games). But rather it is a good set of check and balances to systems that are based on the notion that the GM is God. Instead, the revised system could be stated as "The GM is God except when he isn't." (I think this rule would work best in White Wolf style games, but that is just my opinion. Feel free to disagree).
Has anyone else had experience with veto systems? Did they sufficiently address the problems caused by the GM is God mentality? What were its downfalls?
On 10/29/2004 at 2:09am, TonyLB wrote:
RE: GM is god?
The Veto sounds very much like a Safeword, in that it is most effective indirectly. You don't want to use it, you want to encourage certain behavior (in this case the GM being respectful of the player's concerns for fairness and consistency) through the threat of using it.
Walt Freitag had a great discussion of this dynamic in this post, embedded within the Safewords in Gaming thread.
Forge Reference Links:
Topic 137077
Topic 12808
On 10/29/2004 at 2:11am, M. J. Young wrote:
RE: GM is god?
John Kim wrote: In principle, it should be possible for someone to take over GMing. However, my experience is that in practice this almost never happens. i.e. It is pretty much a given that a GM "owns" a campaign. So a player can leave and the campaign continues, but the campaign can't continue if the GM leaves.
There have been two alternatives to this. One is troupe style play, such as suggested by Ars Magica or Theatrix. Each session has a GM, but the GM task rotates among members of the group from session to session....On the other hand, there are true GMless games like Soap, where the GM tasks are always spread among the players. However, my limited impression is that GMless games tend to be short-term (i.e. no long campaigns).
Add a third.
In Multiverser, play revolves around the characters as individuals. When the guy who was refereeing for me was no longer available, I took my character to a common friend and let him pick up the story where we left off. In the forum game, it's becoming almost common for us to decide that one referee is running for too many people, and needs to pass someone to someone else, or that it would be good to bring these two players together in the same world so we have to pass one to the referee running the game for the other, or someone is going to be away for a while and rather than disrupt the game (which is played daily) they'd like someone else to take over.
Usually we make the pass at a moment when someone is changing universes, as this is easier for the new referee, who does not have to come to grips with all the known and as yet unrevealed details of an unfamiliar setting; but it has happened more than once that someone has been passed to another referee in the middle of an adventure, and the new referee has attempted to fill in the blanks from there.
So it seems to me that in Multiverser the campaign belongs the character player, and it is very possible for the referee to change.
That's undoubtedly different from traditional games because in most games the referee has all the information that matters, while in Multiverser all the information that really matters over the long term is on the character paper--worlds come and go, but characters are forever.
There are still many ways in which the referee exercises god-like power over the worlds visited by the characters, but that's not the same thing. As far as who gets to play, that's more often determined by who hosts the game and who everyone else is willing to accept at the table. However, I've heard horror stories in which a difficult player was also the host of the game, and the other players didn't know how to handle him because they'd lose their gaming room if they didn't accommodate his sometimes unreasonable expectations in play. (This was D&D.)
--M. J. Young
On 10/29/2004 at 2:51am, beingfrank wrote:
RE: GM is god?
John Kim wrote:
It's an interesting point. In principle, it should be possible for someone to take over GMing. However, my experience is that in practice this almost never happens. i.e. It is pretty much a given that a GM "owns" a campaign. So a player can leave and the campaign continues, but the campaign can't continue if the GM leaves.
One situation where I have seen campaigns continue after the GM leaves with moderate success and reasonable frequency is in Amber PBeMs. Perhaps because such a high proportion of PBeM games fail, players are prepared to do more to keep them going, particularly if they've invested a lot of time in it. And also, maybe because the PBeM format leads to players feeling more ownership? Perhaps because they're more inclined to write from Director Stance occassionally? Or the format encourages a lot of player-player interaction with minimal GM involvement, so that they end up feeling that significant parts of the game and the plot can exist independant of the GM?
Also, it may be helped by the fact that the GM can ignore the fact that the game continues on without them. It's not like the former GM is trying to arrange when to play with the rest of the group and they go "dude, no we can't play that day, we're playing that campaign you started, then ditched and Bob took over." It's not as visible, and it doesn't overtly take players away from whatever the GM might be planning next.
Just thought I'd mention it as a situation where someone does take over from a GM and the campaigne continues, even in an altered form.
On 10/29/2004 at 4:33am, ffilz wrote:
RE: GM is god?
Hmm, this thread is really wandering, but to get back to Darksmith's question:
So... GM is god... as long as it's beneficial to all involved?
So it's more of a Social contract that gives the GM the control he has in a game enviroment. The GM's 'powers' are directly tied to what the players will put up with?
I've always seen the GM as more of an abitrator or judge. The system gives us the 'physics' of our world. The GM gives us the situations or story that we, as players, drive or interact with. The decisions in game lay with the players, for good or ill, with the consiquences enforced by the GM.
Now that I think about it it seems that we're creating a hiearchy with in the SIS between the judge and players.
I have seen far more cases of the former type of GM than the second. In fact, I think it's really hard to be the second type, since the GM is more than just a referee, he is also presenting situations that he is involved in. You are definitely right that the power of the GM is totally part of social contract. I'm not sure everyone realizes this. GMs serve at the whim of the other players, but the game doesn't exist without the GM either.
There definitely is a hierarchy between the GM and the other players in most games I've participated in. If the GM is creating situation, then he has more control over the SIS than the rest of the group.
The only way to get a truly neutral, referee, GM would be to have someone who isn't a player. I actually volunteered to do this the very first time I had an opportunity to play D&D, but I actually didn't really do anything because that isn't how D&D is usually played. In such a set up, there could be a "GM" who creates the setting and situations, while "players" experience the setting, but the referee would handle rules questions, not the GM. A referee could also have a role in a gmless game. In Universalis, one could have a referee that made sure the IIEE proceedures were being followed. The referee could also be the recorder and make sure the proper coin payments would be made. I suspect this wouldn't be a very enjoyable role for most folks though (for Universalis - for other games it could be quite enjoyable).
Frank
On 10/29/2004 at 6:12am, Halzebier wrote:
RE: GM is god?
Mark Johnson wrote: One way to deal with a lot of the negative ramifications of the "GM is God" paradigm is to institute the idea of player veto.
As far as I am concerned, a player always has a veto -- it's an inalienable right and not something which can be instituted or taken away.
But then, that's just the problem: many players and GMs fail to realize this.
When a group agrees to give players the right to veto, that is probably a useful first step towards this realization, but it still feels strange to explicity establish a right everyone already has.
Sort of like generously allowing people to breathe.
Regards,
Hal
On 10/29/2004 at 7:07am, John Kim wrote:
RE: GM is god?
Halzebier wrote: As far as I am concerned, a player always has a veto -- it's an inalienable right and not something which can be instituted or taken away.
But then, that's just the problem: many players and GMs fail to realize this.
I would say a player's ability to "veto" depends on the Social Contract. If the group feels that it is wrong, say, to argue with the GM on a ruling -- then players can't argue with the GM on a ruling. That is, a player physically can argue, but it will be discouraged and rejected by the group. Of course, the player can always quit, but that is universally understood. Even absolutist control freak GMs still realize that players can and do exercise the right to drop out of a game.
On 10/29/2004 at 12:03pm, Noon wrote:
RE: GM is god?
John Kim wrote:Noon wrote:Marco wrote: I was going to analyze them point by point but it all came down to the last one: I think ultimately the most a player can do in a game is leave.
Not really. They can make the GM leave to some or a full extent. If you don't grant any credibility to someones input, their input isn't there...they may as well not be there themselves. "Well then, rocks fall and everybody dies!" "Yeah, yeah, whatever...so who's gunna GM next?"
It's an interesting point. In principle, it should be possible for someone to take over GMing. However, my experience is that in practice this almost never happens. i.e. It is pretty much a given that a GM "owns" a campaign. So a player can leave and the campaign continues, but the campaign can't continue if the GM leaves.
If we remember that the GM is just another player who the other players decide to grant this or that powers to at any given moment, it becomes a bit clearer. In most games, the players have not made up whole towns or cities or continents. It's the player who is being called GM who made them. If he leaves, this contibution goes with him because basically it was his expression. Someone can't take over this expression...they can take what they experienced of that expressions style and make their own, but can't take it over.
It's because most people are unwilling to adopt someone elses style of expression (because they have their own unique style to give), that the campaign tends to end. However, it's quite easy to find players who would love to use an old character of theirs in a new game (especially if they only got used in a short lived campaign). If they had written up towns or cities or continents, you'd find them very interested in using these again too. This is an example of the campaign going on without the player that is called GM.
I hope this does help with the original question...which could do with some of its foundation ideas questioned before it itself is answered.
On 10/29/2004 at 2:23pm, John Uckele wrote:
RE: GM is god?
On Vetos:
Veto as it was originally worded is essentially always used. I noted an argument I had with a player about the truth of the statement "Your character falls down a pit, take 4 damage." In this case (even though I view GM as god), I was certainly called on my actions, and a veto was brought against me. I argued with the character (and everyone else didn't say anything during this period), but I was not willing to run a game with a player who would not stop objecting to what I felt was a valid action. After it became apparant that this was just NOT going to settle I booted the player on the spot. Now, I didn't face any reprecussions from the group for asserting my authority in this situation (although the game still ended shortly due to depression problems of one of the other players).
If it were a wee bit different situation, say I just blew up his character. "You walk in the room and a red dragon is napping... However you step on it's tail and it snaps you up in one quick bite." I would have been called on, and a veto brought against me. The group would support him this time though, instead of me. If I kicked him out of the game for refusing to die, I likely would have lost a lot of face with my players. I don't even know how they would react, because it would be so uncharacteristic of a thing for me to do.
I think that the term isn't really 'veto', it's more 'object'. A veto refers to blocking something, not moving to block it. A president can veto a bill, at which point it doesn't happen. A lawyer can object at which point the objection might be overruled or sustained.
On Continuation after depature of a GM:
Campaigns will rarely continue after a GM leaves (even in the example of multiverser, it's really the same character hoping from campaign to campaign). Gaming groups can and will continue as they were very often though. The group I kicked out (and thus ended the campaign) still contiued to play D&D. I don't think I played with them after that, but I can't really remember.
On Rotating GMship:
D&D groups I know commonly rotate GMs. Frank designs a dungeon, than Bill, than Lucy, and then Frank makes another one. A lot of comedy is also generally included in rotating GMship games. I personally find the idea compleately counter intuitive because it destroys the capacity for plot secrets and continuous (non-partitioned) plot at the same time.
On 10/29/2004 at 2:34pm, TonyLB wrote:
RE: GM is god?
John Uckele wrote: a veto was brought against me. I argued with the character
I think that's the difference between what you're talking about and a veto. With a real veto, the GM would not have the right to argue. Player vetoes, that's final.
On 10/29/2004 at 3:36pm, Halzebier wrote:
RE: GM is god?
John Kim wrote: I would say a player's ability to "veto" depends on the Social Contract. If the group feels that it is wrong, say, to argue with the GM on a ruling -- then players can't argue with the GM on a ruling. That is, a player physically can argue, but it will be discouraged and rejected by the group.
It seems to me that many a player actually does not understand that he physically can argue.
Sure, such a player would answer in the affirmative if asked head on "Can you bring the game to a screeching halt whenever you want?" (i.e., veto the game at any point), but during an actual game, it would just never occur to him.
A player is not only able to do that, but also entitled, nay, obliged to do so, if he is deeply unhappy with an aspect of the game.
I know of and have experienced many cases where players suffered incredible levels of abuse or dissatisfaction because "GM is god" was so deeply ingrained that speaking up about it never even occured to them.
Years after a PC had died in a campaign I had run, I learned that his player had practically been in tears about it and had for a time considered giving up the group and the hobby altogether.
This utterly horrified me and I partly blame his silence on the widespread and unquestioned belief in "GM is god". He had just assumed that events were non-negotiable, regardless of how much they spoiled his enjoyment of the game.
In my opinion, "GM is god" is a legitimate way to play only if all the participants (a) truly understand that there are valid alternatives and (b) mentally add "...as long as it suits me" and are prepared to act on that sentiment.
[Edited to add: This paragraph is too harsh. There are groups who have no idea that alternatives exist and players have rights. This does not invalidate their play. However, I'd say it is fraught with a serious potential problem and, yes, medieval.]
Otherwise "GM is god" is, for lack of a better word, a medieval concept.
Regards,
Hal
On 10/29/2004 at 3:37pm, John Uckele wrote:
RE: GM is god?
TonyLB wrote:John Uckele wrote: a veto was brought against me. I argued with the character
I think that's the difference between what you're talking about and a veto. With a real veto, the GM would not have the right to argue. Player vetoes, that's final.
But that's the thing. The players did vote. They all abstained/supported me. You don't have to preform a formal vote count, to allow players to object. Had I been doing something unreasonable I would have heard voices of dissent from more players. If you hear the outcry of your party, chances are that's a vote against you. If only Chris has a problem with his character falling down a pit, he's going to have to deal.
On 10/29/2004 at 3:41pm, TonyLB wrote:
RE: GM is god?
"Veto" is not the same word as "Vote".
A veto says that if one player, any one player, is sufficiently unhappy with a GM decision to resort to using the veto then that decision is wrong.
On 10/29/2004 at 4:05pm, John Uckele wrote:
RE: GM is god?
TonyLB wrote: "Veto" is not the same word as "Vote".
A veto says that if one player, any one player, is sufficiently unhappy with a GM decision to resort to using the veto then that decision is wrong.
Now we're getting into dangerous areas. You seem to be saying that as a GM I was wrong because a player was disattisfied with falling down the pit. He could have, and should have been able to overrule that decision because players should have absolute veto power?
I mean, I can see giving a group of players veto power (at which point they DO need to vote (even if informally) on when the group chooses to use it). No way that I look at it can I see players having veto power though. The highest authority needs to be the GM in a typical setting (as compared GM per player, not GM per group) in order to be able to run a game without merely being overruled constantly be troublesome players.
From a technical standpoint a Veto means the power to overrule a decision. No value judgements involved. From a veto in game terms, I don't think the thing really exists without explicitly being defined in a social contract.
On 10/29/2004 at 7:50pm, Scripty wrote:
RE: GM is god?
I've had a few run-ins with the "GM is God" mentality. I think "GM is final arbiter" is different from "GM is God" however. This thread seems to be confusing the positions.
Frequently, when I GM, I serve as the final arbiter/referee/umpire. Basically the guy who tells Timmy, "yeah, dude, you got shot" when Timmy hops up off the playground saying Johnny didn't shoot him. Of course, Timmy then invariably declares that he had enough time to get off a spell before he hit the ground dead...
I digress...
But I think this is a very different position than "GM is God". It's okay to debate/argue with a referee. It might not help one's case, but I've changed rulings based on a solid and rational discussion with players. I've never considered myself "God" though, even in game terms. Seems pretty conflated to me...
I think the heart of the difference to these two points is that you can't argue with God. God can be arbitrary. God can be wrong. God can do anything it wants and all you can do is sing His praises. There's no "instant replay" on God. That's the difference, IMO.
It's worth noting that when I've encountered this mindset (which is more often than I would have preferred), I've found it generally to be a result of GMs who were woefully insecure in any number (or all) of the areas of their life. Some were insecure about their social skills. Insecure about their Creative Agenda. Insecure about their creative abilities. Their knowledge of the rules. Their sexuality. Their house. Their pets. The list goes on.
For the terminally insecure, I think "GM is God" is a wonderfully easy sofa to fall upon. It keeps them from having to "work" (in any real, meaningful social sense) when they come out with a bad ruling, heavy-handed plot generation tactics or a really dumb plot twist (and we've all seen them). For some GMs, this is a degree of acceptance/sociability that they don't, or feel they aren't, going to get from any other outlet. Then again, I've played with some GMs who were just on a flat out control trip. Their whole schtick was controlling the players and their actions. It was like S&M without the cool latex outfits (or the sex in most instances). IMO, those GMs were the worst because they took themselves seriously as Gods in the Temple of Play.
Which leaves the players to take any number of limited (often passive) responses (remember you can't argue with God), all of which I have seen manifest: manipulate the GM's insecurities to get a better deal out of the game (and yes egos do purr when you stroke them), clam up and go through the motions (honestly this can be more perverse than the last course of action) or hang up the dicebag and hope for something better down the road (which is sadly something I've had to do way too often in the past).
One of the things I think I like best about all this Forge business is that we're finally starting to move into the direction of changing how these games are played. Think of the pressures on your average GM. They have to know the rules better than anyone. They have to make an awe-inspiring plot that the players will find engaging and refreshing. They have to be the referee and, no matter what anyone says, no one except a suck-up likes the referee (at least in any sport I've ever played/watched). So on top of always playing the "banker" (to use monopoly-speak) they have to be an umpire, a writer, and an ad-hoc character actor all while meeting the leeching creative needs of a group of people they hardly know in any real sense of the term.
Top that off with the insecure, controlling personalities that tend to gravitate towards what they see as a position of "power" over others, the creative "Driver's Seat" if you will, and there's no question, in my mind, why many GMs are just accidents waiting to happen.
Fortunately, games are starting to stop worrying about "realism" (snicker, snicker), stop worrying about dice mechanics and kewl powers and starting to concern themselves with how these roles get divvied up at the table. I'm all for taking some of the duties off of a GM and see Narr games like Sorcerer and its deriviatives as putting some of the onus of responsibility back on the players (who now must ante-up as active participants rather than Doritos munching random dice machines).
Perhaps if we stop expecting miracles from these GMs, they'll stop trying to act like "gods"? Perhaps if we make these games more collaborative we'll see less of this as well? And, more than that, perhaps if we stop allowing ourselves to use a referee's position as a backdoor to control over another living being and, instead, work on the psychological issues in our lives that would lead us to find something of that nature so attractive in the first place, we'll see less of these "Gods Behind the Screen" and get down to having a seriously good time.
Unless we're talking about the Shirley MacLaine thing, in which case we all get to be little godlets... (I'd like to see how that would work out.
It would probably wind up being something like Universalis...
;)
Scott
On 10/30/2004 at 6:07am, John Uckele wrote:
RE: GM is god?
That was a big post. Actually, I see what you're saying. I think we now get into annoying degrees of meaning though...
When I say "GM is god", I mean the GM can control whatever they want in the game. I know that a good GM/Player relationship rarely if ever creates conflicts over how the game is being run (I think part of the reason I kicked a player out for refusing to take damage I assigned was the idea of refusing to take damage the GM truly and fairly assigned had never even occurred to me before that point).
Now, to say that "GM is god" is synonymous with unquestionability, I'm not sure if that's reasonable. I can shout "Father, why have you forsaken me?" if life kicks me in the nuts... Doesn't mean God is going to drop me some good fortune, but I am questioning.
I think the thing we have to watch out for is placing value judgments on words that don't warrant them. The statement "GM is god" among them. It can be (and probably often is) a very negative thing to have this attitude, but sometimes it just means that by the social contract the GM has final and complete authority to the point where questions (while accepted) are not expected.
On 11/1/2004 at 5:40pm, Scripty wrote:
RE: GM is god?
John Uckele wrote: Actually, I see what you're saying. I think we now get into annoying degrees of meaning though...
I guess you see my point. But I don't find the degrees of meaning annoying. I find them necessary. The Forge is wonderful for working things out with Social Contracts, Creative Agendas, Styles of Play, etc. But all too often, I think it comes up with some catchphrase that quickly gets diluted or twisted to mean something that it doesn't. Some of that is because people haven't read up on what they're talking about or are discussing something they reached a cognitive consensus with months ago and are revisiting after a duration of time. (I know I've been guilty of that...)
But, in another sense, it's precisely because of these annoying grey areas. If we do not adequately define what we're talking about when we say "GM is God?" then someone else will. And so will another person. And another. And another. I think it's more important to pin down what we mean by the phrase than to win the argument or earn the rights to a new Forge catchphrase.
John Uckele wrote: When I say "GM is god", I mean the GM can control whatever they want in the game. I know that a good GM/Player relationship rarely if ever creates conflicts over how the game is being run (I think part of the reason I kicked a player out for refusing to take damage I assigned was the idea of refusing to take damage the GM truly and fairly assigned had never even occurred to me before that point).
I wasn't at that game, so I can't really comment on what happened. IMO, there are social dynamics within any group activity that make it practically impossible to navigate the various causes/effects of any interaction like that discussed above. But by saying that "the GM can control whatever they want in the game" aren't you leaving it up to a pretty wide interpretation? How does that statement clarify anything we know about the GM role or might want to consciously affect about it? Using that definition, Aren't we just restating any run-of-the-mill paragraph on what a GM is from any RPG at Barnes and Nobles?
And so, what is the purpose of the discussion? To determine whether this is good or bad? Well, there are good "gods" and there are bad "gods" and all levels in between. Which one are you? Well, nobody really knows (except your players). That's pretty much all we can get out of that.
John Uckele wrote: Now, to say that "GM is god" is synonymous with unquestionability, I'm not sure if that's reasonable. I can shout "Father, why have you forsaken me?" if life kicks me in the nuts... Doesn't mean God is going to drop me some good fortune, but I am questioning.
Well, please let me state that just because one is capable of asking a question does not mean that the authority questioned has an obligation to answer it. That's the difference, IMO. If we're dealing with a GM that cannot be questioned, then a player can spout off all they want. But it's inevitably futile. The GM has no obligation or responsibility to that player's inqueries. The GM is unquestionable. What he/she says is law and that's it. For all intents, the GM is a God at that table.
What I've done, or rather tried to do, is to call into question what effect this has on our hobby of choice? What effect it has on players who serve that GM? And what type of personality is drawn to such a role in the first place?
I think answering those questions would be a big step for everyone in the hobby.
It's my personal opinion though that if a person wants to GM because they get to be "God" then that person shouldn't be GMing. Any sane person who understands, truly understands, what a crappy job being "God" is would surely not cling to the position with such tenacity. Heck, I can remember groups where being the GM was something you got "stuck" with. Sort of like being "It" in a game of tag.
John Uckele wrote: I think the thing we have to watch out for is placing value judgments on words that don't warrant them. The statement "GM is god" among them. It can be (and probably often is) a very negative thing to have this attitude, but sometimes it just means that by the social contract the GM has final and complete authority to the point where questions (while accepted) are not expected.
Yes, but again, if we remove the value judgment from the statement what use is it? If we just say "GM is God" and expect it to elicit no response, it's just sort of like saying "Hi". And, IMO, a GM throwing himself around like a "God" and performing a function as a referee are two entirely different things.
No one sacrifices Doritos and Beer to the referees of the Super Bowl...
Yet I've seen GMs get backrubs, free food, game books, movie tickets, rides to nearly anywhere, even free concerts predominately because they were GMs (jokes were even made about earning free XP for these "sacrifices". i don't have the GM's notes so i can't honestly say whether or not XP was given.). So, maybe another question to ask is: where does the role of GM stop at referee and begin at God?
Essentially, I see this question as the foundation of a revolution in Role-Playing and one that, IMO, is long overdue. We're finally seeing people question the Big Chair. Really question it, probably for the first time. Some of these new games are even getting rid of it (Soap) or radically redefining what it is (Rune).
So I guess we should ask ourselves: Do we really want a top down heirarchy that puts us in our place? Or do we want an across-the-table relationship with our GM? Do we want to be dependent upon the GM to act benevolently, fairly, and without malice or prejudice even though, arguably, he portrays the opposing team in our contest? Or do we want rules to hold a GM accountable for the choices he makes? And what does that say about us, as people?
Sure, they're deep questions. Probably a lot deeper than the "Am I a bad GM for kicking this player out of the group?" originally intended. But, you see, that situation is at the heart of a fundamental reality for everyone who sits at a game table as evidenced by the horror stories and debate such a statement brings to people's minds. So you've touched upon something that's real for everyone here. Something they've experienced in greater/lesser degrees and something that forms the basis of what they know to be roleplaying.
I think we could do worse than examine this. Because if we don't, someone will.
Just my take on it.
Scott
On 11/1/2004 at 7:20pm, Halzebier wrote:
RE: GM is god?
Scripty wrote: Yet I've seen GMs get backrubs, free food, game books, movie tickets, rides to nearly anywhere, even free concerts predominately because they were GMs (jokes were even made about earning free XP for these "sacrifices". i don't have the GM's notes so i can't honestly say whether or not XP was given.). So, maybe another question to ask is: where does the role of GM stop at referee and begin at God?
I agree with just about everything else you've said, but I would tend tp read such favors for the GM differently, intent-wise:
Many GMing styles require both considerable prep work and creativity.
As fun as prepping and being creative are (or should be, else you might be doing something wrong), they do require time and meeting a deadline (i.e., gaming night).
I think that favors, gifts, free rides etc. for the GM are given freely and not as 'sacrifices' or dues. IME, they're usually meant as praise ("You've drawn up the entire map in painstaking detail, now we'll treat you to a pizza"; "That adventure rocked. And BTW, we bought and painted a cool mini for you").
So much for their usual intent... As to their effect, well, they might indeed lead to the GM getting a big head (which might lead to the whole "GM is god" attitude) and forgetting that the players are creative, too, and that it's their game just as much.
Regards,
Hal
--
[Edited to quote properly.]
On 11/1/2004 at 7:38pm, Vaxalon wrote:
RE: GM is god?
Scripty wrote: So I guess we should ask ourselves: Do we really want a top down heirarchy that puts us in our place? Or do we want an across-the-table relationship with our GM? Do we want to be dependent upon the GM to act benevolently, fairly, and without malice or prejudice even though, arguably, he portrays the opposing team in our contest? Or do we want rules to hold a GM accountable for the choices he makes? And what does that say about us, as people?
I think if you look out at the world, the answer is, "Ordinary folks want to be led, extraordinary folks want to lead." To borrow a statistical formula from Sturgeon's Law, 95% of the gamers out there are entirely happy with the DM-is-god outlook, and would be uncomfortable in a game where it wasn't part of the social contract.
We, here, at the Forge, are NOT part of that 95%.
So the ultimate answer is, "Yes, some gamers want their GM to be god." It is true now and it always will be.
On 11/2/2004 at 9:34am, Tomas HVM wrote:
RE: Re: GM is god?
Darksmith wrote: There have been a couple of refences to the whole, "GM is god" mindset. What are the general views on this type of mentality?When chance is central in how conflicts are resolved within the game, the GM/player is made into a mediator or translator of chance. I believe this buries the notion of "GM is God".
If you want to make anything into a "God" in roleplaying games, it should be Fortune. Traditional roleplaying games, with their heavy game motors based on randomness, may be described as an elaborate seremony in praise of Fortune.
The rulings of the GM may always be negotiated, whatever game you play. That is a social fact.
This is not true for the die. In most games the die is sacred. We strive to work around it, to mediate or translate it into terms acceptable for us, but the bottom line is still that the die will give the premises for our actions. If the die tell us that your character is dead, you'll have to accept it. We may sympathize with you, but we will not negate the dieroll. Once the die is cast, you have placed your destiny in the hands of "God". And Fortune is as fickle a god as any...
On 11/2/2004 at 1:57pm, Scripty wrote:
RE: Re: GM is god?
Halzebier wrote: I think that favors, gifts, free rides etc. for the GM are given freely and not as 'sacrifices' or dues. IME, they're usually meant as praise ("You've drawn up the entire map in painstaking detail, now we'll treat you to a pizza"; "That adventure rocked. And BTW, we bought and painted a cool mini for you").
I agree and disagree. I understand the courtesy of bringing something over to the host of the event. I bring food, soda, or some form of snack to pretty much every game I play without any expectation of favor. However, I think that is something entirely different from some suspect activity I've seen in my days.
I'm fairly observant (unless I'm looking for my keys) and I think I can tell the difference between someone just doing something "nice" for a friend and someone cynically trying to garner favor with a psuedo-authority figure, as in the backrub incident mentioned above. Would you give your GM a backrub in exchange for letting your 5th level character survive a critical hit dropping her to less than -10 hit points? That girl did.
Having spent considerable time on both sides of the screen, I've seen vastly different forms of behavior and I do think there's a difference between, say, pitching in with the group for a pizza and buying a GM, with whom one's sole source of social interaction is the game, a $35 concert ticket to a concert which you have no intention to attend. Not a birthday, not a Christmas present and a bit too pricey, IMO, to say "Gee, nice job" (especially for broke college students). And not an attempt to initiate some form of social comraderie outside of the game either.
It was just a cynical ploy to garner favor from another human being.
I'm not saying everyone who brings chips and bags of ice to a game are guilty of this. I was just pointing out I'd witnessed it. I think many, if not most, of us have to a degree. I also think it's fairly easy to tell the difference between them. There's a big wide chasm of self-interest between the player who says, "Hey, that last campaign was really cool. Let's get Bob that new adventure book so he can keep it going! We can all pitch in and give it to him next game." and the player who comes to the game with a book and says: "Hey, Bob, here's that nice shiny book you pointed out last time we were in the game shop. Cool, isn't it? Now, about that Lich Mage I wanted to play..."
Vaxalon wrote: I think if you look out at the world, the answer is, "Ordinary folks want to be led, extraordinary folks want to lead." To borrow a statistical formula from Sturgeon's Law, 95% of the gamers out there are entirely happy with the DM-is-god outlook, and would be uncomfortable in a game where it wasn't part of the social contract.
I get your point and don't entirely disagree. Although I think it's less a matter of "ordinary vs. extraordinary" than it is a matter of those seeking control of others and those seeking to avoid blame. Of course, with shades of grey running throughout that spectrum.
But the 95% theory doesn't much hold with my recent gaming experiences, where we had fully 2/3 of the group wanting to run their campaign. Typically, most games with which I've been associated have had between 1/3 to 1/2 of the total group who were ready, willing and able to take over the reins at the slightest suggestion (or, in some cases, GM misstep).
But this contrasts with my earliest experience as a roleplayer where the "job" of GM was literally something we drew the short straw for. I think, perhaps, it was because the role of the GM back in those halcyon days was very much a "job". The players got to do all the fun stuff (at least in those games). I saw a definite shift towards the late '80s and early '90s (at least in my play experience) towards the GM getting to take the "spotlight" from the players and holding a creative dominance over the storyline.
It's probably worth noting that my early rpg experiences had little or no "storyline" to them, but were disjointed and modelled primarily after the Conan stories (which have only the slightest thread of interconnection to them in any case). So, the GM's I "grew up" with didn't have this big "plot" to push us in the direction of. It was probably more along the lines of what people do now with HeroClix (although we didn't use minis and the participants talked to each other and improvised storylines along the way).
But I don't think my early ventures into roleplaying are all that representative of what the majority of people experience at their tables and mapboards. In fact, I would propose that it was precisely this early experience of "play" and creative collaboration that spoiled me to the "Me GM, You Player" heirarchical model.
Tomas HVM wrote: When chance is central in how conflicts are resolved within the game, the GM/player is made into a mediator or translator of chance. I believe this buries the notion of "GM is God".
What about GMs that "fudge" their dice rolls? I would agree with you that the central focus is the random factor if it weren't for this one fairly prevalent fact among roleplaying games. It's even codified in a number of fairly popular rulesets.
If the GM feels it's dramatically appropriate, he or she can alter any die roll or ignore any rule. It's pretty much the essence of the whole "Law of Story" that rpg's adopted after White Wolf's boom and, IMO, a central tenet of the "GM is God" concept.
Orlanth knows I've seen my fair share of players who are superstitious about their dice. Players who wouldn't let another human being touch their dice to keep them from (no joke) getting "tainted". Players who would roll a certain die only when it was really, really important and kept that die on its own special "pedestal" until that time. I've also witnessed bizarre rituals of rolling a die repeatedly outside of the context of the game to get the "bad luck out of it".
And while I do recognize the ritualistic, even magical, elements of such behavior, I don't think it qualifies as "worship". No one's soaking their dicebags in calves' blood and rolling dice for an hour each evening facing in the direction of Hasbro Headquarters (at least that I know of).
By contrast, I've known very, very few GMs (even non-subscribers to the "GM is God" mindset) who would subjugate their entire storyline to a roll of the dice. In fact, most heavy-handed GMs I've known have sought to limit the effect of dice on their plotlines by: limiting their use to a set number of pre-defined instances, limit their effect to a set number of pre-defined outcomes, limit their power in the game by leaving only a certain number of plot "holes" that the dice could fill. Some GMs I've known have pretty much detailed the entire storyline up to the last combat and then allowed the dice to basically supply the denouement. Even then, I've known GMs to "fudge" dice rolls to make the dice meet their pre-defined expectations for how exciting the climax "should" be.
While I personally avoid such tactics, I have found them fairly common among GMs in the area in which I used to live. Especially among GMs who worked behind a screen.
Interesting discussion, though. Oddly, I could see the dice playing a larger part in a game like "HeroQuest" or "Sorcerer" than in a game like D&D. All the dice in D&D do is tell a group what the DM pretty much already knew anyway (or had pretty much planned for), IME. There's much more improvisation off of the die results in HeroQuest, IME, than I ever had to deal with running or playing D&D, WEGd6 or Call of Cthulhu. This could possibly be because most traditional games give a result of "Yes/No" while HeroQuest just gives different gradations of "maybe".
Scott
On 11/2/2004 at 2:57pm, TonyLB wrote:
RE: Re: GM is god?
Scripty wrote: It was just a cynical ploy to garner favor from another human being.
You say that as if it's a bad thing.
To my eyes you're describing a functional social contract which you happened to not want to participate in. If backrubs and favors-for-XP between consenting adults are exchanges where both people value what they get more than what they give then how is that anything but good?
If the GM feels it's dramatically appropriate, he or she can alter any die roll or ignore any rule.
That's one minor facet of the larger fact that there are no rules to govern and constrain the behavior of most GMs. This is a problem for the GMs more often than for the players.
Imagine you go to play a game. You say "Okay, what sort of character should I make? What are the rules about how powerful they can be?", and the answer is "Oh, make any type of character you want, as powerful as you like. We don't want to constrain you with rules. But if it's not exactly right to be a fair and interesting balance with the other characters then all the players are going to glare at you and whine and moan about what a bad player you are."
That would be annoying. You'd have just "graduated" from being able to play the game and try to have fun to being nanny to everyone else around the table. When I participate in a game I want to be able to prioritize having my own selfish fun, within the rules, without ruining everyone elses good time.
On 11/2/2004 at 3:34pm, Scripty wrote:
RE: Re: GM is god?
TonyLB wrote: If backrubs and favors-for-XP between consenting adults are exchanges where both people value what they get more than what they give then how is that anything but good?
Interesting. So outright bribery is on the table? Doesn't that, by the bare statement of it, eliminate any possible validity of regarding the role of GM as a fair and impartial referee? Isn't that part of the "first among equals" mindset we're discussing? That the players must abide by the rules but the GM is a special player that can ignore, adapt or amend the rules to his whim? How does that not fit into "GM is God?"
As for it being a good/bad thing, there are swamps of relativism to get lost in there. Sure, it's good for the GM. Very good for him. It's good for the player (from a game perspective) although I won't go into to the less-than-altruistic manner in which he acquired the ticket.
It's not so good for the players who can't afford to buy the GM's favors. Personally, I abhor politics. Understanding that humans are political beings (as much or even more than social beings), I am resigned to being caught in the sleazy intricacies of quid pro quo likely until the day I die. However, isn't this a subversion of the Social Contract, rather than a reinforcement of it? Is "I run this game, what I say goes. Contributions are accepted...." really a workable (even a valid) Social Contract?
Sure, Third World countries (and some Wal-Marts) are run that way. But is it really the type of organization we're willing to devote one-night a week towards? (I hear a reference to going to church coming along...)
TonyLB wrote: That's one minor facet of the larger fact that there are no rules to govern and constrain the behavior of most GMs. This is a problem for the GMs more often than for the players.
I agree that it's a problem for the GMs. I think it's often a problem for the players. I've personally never had a GM have to serve as my "nanny". Sometimes I've felt like a few players' nanny though. Still, isn't this just a side effect of the GM taking on too authoritative a role in play?
And if it is truly a problem of creative input or free will (even dignity) for the players...
And it is truly a problem of having to "be everything to everybody" for the GM...
why don't we do something about it? Why do people keep sitting in the Big Chair?
Is it really just that these individuals are exceptional people who want to lead the flock?
Or is it a matter of control over others?
Or is it a matter of having been screwed over so mightily (and so often) that one individual would rather take the reins and either (A) do the screwing himself or (B) try and prevent anybody getting screwed?
Scott
On 11/2/2004 at 4:41pm, Tomas HVM wrote:
RE: GM is god?
Hi Scott,
a lot of thoughts there. I'll stick to one point, relating to what I wrote:
GMs fugding their rolls. Yes, it happens. In some games or with some GMs it happens all the time. A friend of mine told me a funny story the other day, about him and his game group giving the Gm a new die in a session. They new he was fudging, and having given him a D3 without his knowledge, the whole session was trqansformed into a bizarre show of how much he fudged. He did it all the time. At the end of the session he discovered the ruse, and exclaimed: "This f... die has no sixes"! They all laughed and he reddened.
I maintain that IF you are to have a God in roleplaying games, it must be the die. The GM is but a mediator of heavenly messages. Like any other priest he may corrupt the message, and that is alright with me, as long as the "priest" in question makes it to improve the lot of his herd (not to enrich himself or, in this instance; to make his NPCs the winners). I believe that the welfare of humans should be first and foremost in our mind, not the welfare of some remote God, or his church.
The same is true for games: let the gamers and their drama be your first priority, and let the system play second violin. A GM fudging rolls to keep the drama alive is following a sound principle in my view; using his free will to be a true mediator for the game.
So you may conclude that the game is God, but then this whole "God"-idea becomes so far fetched it's not worth discussing.
I sincerely believe we need to lay it aside for more nuanced notions about what the GM is, and is not.
By the way: GM is God!
On 11/2/2004 at 4:51pm, Vaxalon wrote:
RE: GM is god?
Tomas HVM wrote: I maintain that IF you are to have a God in roleplaying games, it must be the die. The GM is but a mediator of heavenly messages.
Amber, Nobilis, etc. etc. etc.
On 11/2/2004 at 5:21pm, Tomas HVM wrote:
RE: GM is god?
Amber Godless roleplaying :-)
On 11/2/2004 at 6:11pm, TonyLB wrote:
RE: Re: GM is god?
Scripty wrote: Interesting. So outright bribery is on the table?
Anything that players do is part of Social Contract. So yes, if they're bribing each other and most people seem fine with that then it's part of your Social Contract. Indeed, it's part of your system, according to the Lumpley Principle.
Honestly, I find it a refreshing break from most GM-is-God behavior I've seen. The guy is outright saying "I'm human, I'm arbitrary, I don't attribute myself any special judgment or wisdom... I'm just the guy at whom the buck stops. Gimme a backrub!" That's ever so much nicer than "I am all-wise and all-knowing! My decisions are made with superhuman judgment!"
It's a game. The goal is to have fun. If this is fun for them, what's wrong with that?
On "Amber Godless Roleplaying" (heh), I think that Tomas's statement about the GM as arbiter of the rules, borrowing upon their agreed-upon authority, translates perfectly well to non-Fortune mechanics. The general principle is that the rules can provide a mediating layer between players who want different things: They can both try to achieve what they want, and the rules "tell" who succeeds. That mediating layer does not need to be vested in an individual.
On 11/2/2004 at 7:58pm, Scripty wrote:
RE: Re: GM is god?
TonyLB wrote: Anything that players do is part of Social Contract.
Implicitly, I agree. But rarely have I known groups that set out the rules of the Social Contract and explicitly included bribery as being an acceptable form of interaction, outside of items such as a particular type of chips or candies. IME, most groups would cringe at the notion of explicitly allowing high-dollar purchases or psuedo-sexual favors at the gaming table to garner favor. Hence, I've been surprised at how often I've seen these cards played in the last 10 years or so.
TonyLB wrote: So yes, if they're bribing each other and most people seem fine with that then it's part of your Social Contract.
And that's the sticker. Most people weren't fine with it. In fact, no one was fine with it (except the GM). I thought you were referring to the ticket-buying player (different player-different GM-same college) but I see that you're more focused on the backrub...
which is truly one of the most disgusting social interactions I ever witnessed. After that game, I wanted to quit roleplaying. Forever. It really was watching a human being relish in the abject subjugation of another group of human beings.
I guess you had to be there. The girl's character was about to die. She didn't want that to happen. Whether or not the GM fudged the die roll to "force" the issue is something I've never cared to contemplate, but I wouldn't have put it past him.
She sorta looked at him with a "what now?" kind of expression to which he replied: "You know what to do..." She got up and started rubbing his shoulders. If this were an in-joke or comical, I would've laughed. If it were group policy, I would've laughed and probably given the guy a good kneading when it was my turn. But it wasn't a joke. And it wasn't funny.
The effect of sitting there, in silence, watching this slob get his pimply back rubbed by a girl while he stared down every other guy at the table like some kind of freckly, silver-backed gorilla is not an image that has been easy to burn from my mind.
Make no mistake, this wasn't a joke. It was one member of a group saying: "Hey, see, I can get this hot chick to rub my back, even while her boyfriend just sits there and watches. I own her. I own you."
And, really, that was this guy's attitude. I left his game for good shortly after this incident and actively avoided any game that I knew he would be running. He played in a few of my games but overall wasn't keen on being a player, just running (wonder why?).
I didn't (and don't) understand why everyone else didn't leave as soon as I did. His game lasted maybe the first semester of school and then, finally, most of the players had enough of his BS to find something better to do. He dropped out of college by the second semester. Haven't heard from or seen him since. Not real interested in it either.
TonyLB wrote: Honestly, I find it a refreshing break from most GM-is-God behavior I've seen. The guy is outright saying "I'm human, I'm arbitrary, I don't attribute myself any special judgment or wisdom... I'm just the guy at whom the buck stops. Gimme a backrub!" That's ever so much nicer than "I am all-wise and all-knowing! My decisions are made with superhuman judgment!"
Like I said, I would be totally behind you if this were the case. But it wasn't. He did put on the airs that his rulings were objective and authoritative. That he was fair and competent.
I think your impression of the event and what actually happened are two very different things. This wasn't Monty Python. This was more like ab3 meets American Psycho. You see it in a comical light and, sure, that element can be added after the fact. But no one there was laughing. And it was incredibly unfunny while it was happening. It wasn't a GM just being level with everybody, making light of his authority. It was a GM using his authority to force his dominance over the players in a manner that I'm, to this day, puzzled as to why they (the players) followed suit. I'd liken it more to "marking his territory" than anything else.
Hence, this question (GMs placing themselves "above the herd" and the effect it has on players, games and (ultimately) the hobby) has some gravity to me, if only because I've seen what I consider the darkside.
On 11/2/2004 at 8:09pm, Vaxalon wrote:
RE: GM is god?
Tomas HVM wrote: Amber Godless roleplaying :-)
That is funny in SO many ways.
On 11/2/2004 at 8:38pm, Tomas HVM wrote:
RE: Re: GM is god?
TonyLB wrote: On "Amber Godless Roleplaying" (heh), I think that Tomas's statement about the GM as arbiter of the rules, borrowing upon their agreed-upon authority, translates perfectly well to non-Fortune mechanics. The general principle is that the rules can provide a mediating layer between players who want different things: They can both try to achieve what they want, and the rules "tell" who succeeds. That mediating layer does not need to be vested in an individual.Thanks Tony; you said it as good as I could say it.
As for your "fascination" with the backrub-bribery: any social contract between the players is actually broken if one of them find the actions of the other players reproachful. The backrub is a corruption of the game if ever I saw one. I'm a moneylacking middleaged baldhead with bad social carisma, so a game with blackmail as one of the ruling principles would leave me way behind. I'm like most people in this respect: I'd like my games to give equal oportunities to the players (I know they seldom do so anyway, but I do not like to have unfairness and social darwinism glaring me in the face).
On 11/2/2004 at 9:15pm, TonyLB wrote:
RE: GM is god?
Oh come on folks. I'm not even focussed on the backrub. I just thought "Gimme a backrub!" was a funny phrase. And I was talking, explicitly, about consensual acts. You say it was non-consensual, I'll believe you, in which case I find it repellant. Enough so that, frankly, I wish you hadn't shared the image quite so graphically.
But now I'm all curious about a statement by Tomas: Are you serious in saying that any time a player is ticked off Social Contract has been violated?
I don't see how that can be the case. If you think bribery's reprehensible, and Joe thinks it's standard operating procedure, and you've never talked about it then what you have (IMHO) is not a violation of Social Contract. It is simply a lack of communication. Am I missing your point?
On 11/2/2004 at 9:54pm, Tomas HVM wrote:
RE: GM is god?
TonyLB wrote: Are you serious in saying that any time a player is ticked off Social Contract has been violated?That's not what I'm saying, and I am serious about it.
The socalled "social contract" is an agreement on what to do and how to do it. When someone shouts out about injustice or malpractise the social contract is broken. Whether it is rebuilt or not depends on both parties' ability to communicate, and any necessary will to change.
On 11/3/2004 at 2:11am, Noon wrote:
RE: GM is god?
Has it been established yet that the person who is called GM by the rest of the group has whatever powers they give to him? There seems to be a line of thought through this thread along the lines of 'If your GM, you get this and this. You just get it because your GM'. I think it's a bit of a learning hiccup. For example, a policeman doesn't get to arrest you because he's a policeman and they just get to do that. He arrests you because you are accept the structure he's from and grant him the power to do that (and follow up by not resisting).
There really seems a reflex that if someone is GM, then they get powers over you even though you conciously didn't give them. Or that by consenting to calling them GM, your also consenting to their being able to do things you didn't know might happen but can't withdraw your consent over.
Scripty: That was an abuse of trust. Just had to just validate you on it, the guy was a wanna be nazi.
On 11/3/2004 at 5:04am, Scripty wrote:
RE: GM is god?
Sorry to share so graphically, but it honestly seemed I wouldn't get my point across without being explicit. This was, without a doubt, one of the most disturbing abuses of GM "authority" that I've witnessed. It was difficult for me to accept that it was just a GM picking fun at his own power over others. I was there. This wasn't the case.
Had I not been a part of this game, I likely would share Marco's view of GM power (i.e. as long as it doesn't screw me over too hard and too often, I really wouldn't care)
Noon wrote: There really seems a reflex that if someone is GM, then they get powers over you even though you conciously didn't give them. Or that by consenting to calling them GM, your also consenting to their being able to do things you didn't know might happen but can't withdraw your consent over.
This is precisely what I was hoping our discussion would examine.
How many groups explicitly state, up front and with no ambiguity, what powers the GM has and what powers the GM doesn't? IME, most of the "authority" of the GM is assumed, not given.
I still haven't come to terms with the rest of the group going along with the above incident. Nor have I come to terms with other groups that caved in to similarly abusive or otherwise authoritarian GMs. I wouldn't assume that most GMs out there are of this vein. But I've run into no fewer than three in the last 10 years that took this attitude towards their players, to varying degrees.
Noon wrote: Scripty: That was an abuse of trust. Just had to just validate you on it, the guy was a wanna be nazi.
Thanks for the validation, Noon. I felt so too. Perhaps that experience gives some degree of clarity on why I would be so vehement on this issue.
Scott
On 11/3/2004 at 2:56pm, simon_hibbs wrote:
RE: GM is god?
Tomas HVM wrote: The socalled "social contract" is an agreement on what to do and how to do it. When someone shouts out about injustice or malpractise the social contract is broken.
I'd prefer to say it's being challenged, perhaps initiating a debate and resolution procedure that may be an established part of the social contract. It all depends how the 'contract' is constructed.
Any social contract will include mechanisms for resolving disputes. Also activities will often take place that are not covered by the social contract. In fact social contracts are generaly developed through a process of gradual accretion as new situations occur and the social contract is extended to cover them. Managing this process is one of the primary functions of the contract and probably the first function that needs to be agreed upon in most cases.
Simon Hibbs
On 11/3/2004 at 3:45pm, John Uckele wrote:
RE: GM is god?
Okay... That backrub deal is a seriously disturbing story. That being said, I think this leaves us with a statement that GMs usually have considerable power in-game. Is this a bad thing then? Sometimes.
My players (at least those who are present for more than 1-2 games), enjoy playing in my games (at least, I presume so given that they bug me to run more). At the same time, I expect and wield absolute GM God-Power. I can and do skip rolls, or fudge rolls on occasion (the prelude adventure I ran a few days ago for a new game was a diceless game because I needed very explicit things to happen and had little room for compensation in certain places).
I have also heard about abuses to GM God-Power. I guess backrubs among them. I don't think this is a problem so much with GM God-Power as it is with 1) players who take abuse, 2) GMs who give abuse. If you remove the GM God-Power you now increase your precense of 1) players who give abuse, and 2) GMs who take abuse. You'll still have abuse of some kind in the group (like the poor GM who now gets any attempt he has at running a story mauled). At the same time, by toning down the power of the GM, you remove fudging to save characters.
So given that perspective, I think "GM is God" is alright. I think that bad GMs can and do exist, and social contracts are rarely if ever written out before hand. GMs get at much power as their players let them. If the GM is strong arm enough (apparently you need to get pretty bad sometimes), they loose the game (like no one plays in a game they run anymore).
On 11/3/2004 at 7:38pm, Christopher Kubasik wrote:
RE: GM is god?
I have to say I'm boggled by some of the arguements on this thread.
First, let's clear the air of something that seems to be causing confusion. The term social contract is a term that defines all aspects of the interaction of the players socailly. It's not written down. (I don't think it could be.) It's the slow accumulation of understanding of behaviors between the players defined through circumstance and behavior -- whether explicitley stated or not.
Second, the contract is probably never finished. When there's a disagreement about behavior, it's most likely because the situation has never come up before. As Simon stated, the contract thus far will probably help resolve the new issue. If someone keeps breaking the contract the contract will need to be re-written to accept the behavior, the person will be encouraged to finally stop the behavior, or the person (or other people who can't stand it) will leave.
Third, I suspect that to some degree, "GM as God" is an acceptable social contract for those who like it (or, in my view, can't imagine anything better.) In Scripty's group, the backrub was part ofthe social contract. The freakish incident isn't freakish because the "GM was God." It's freakish because the players all accepted it. That was the contract. They stayed because they bought that contract.
Fourth, and this is where the boggling really twists my head -- some people still, after all these years -- seems to be working off of some zero-sum premise of "It's either the GM or the Players in charge, or all hell breaks loose." John suggests that either the GM's "story" gets tramped or the GM needs to be God.
How is it possible that the idea that "abuse" is just always hovering in the corner, that the people we choose to play with are the Creatures from the Id ready to go roughshod over each other if the GM doesn't step in and whip them into shape still exist?
Excuse me? In 2004? At the Forge? No. No no no no no no.
Look, if people want to set up a tussle between the GM and the players for control of the fun -- fine, go ahead. That's the social contract the group's choosing and that's their business. But it isn't a given. There are too many actual play posts on these boards, too many games in print (paper or PDF) these days that break this paradigm. It's not that this style see-saw play between the GM and the Players doesn't exist. It's that its just not the only game in town anymore.
If there's one truly valuable function the Forge serves right now it's exploding the assumptions about how RPGs "work", what they "are" and how they get played "right." This has nothing to do with the new way being better than the traditional way. It has everything to do with the new way being a whole new option. And certainly being better for some people frustrated by the limited options that get bandied about about the "right" way to play RPGs.
The group playing an RPG can easily make the GM one player among players, with a different function, but it isn't a power battle. (See -- oh, lots of threads covering Sorcerer, Primetime Adventures, Mountain Witch, Questing Beast, Dogs in the Vineyard, lots of Heroquest and Riddle of Steel threads, and more I'm forgetting._
Fifth, some might (and have earlier in the thread) jump in and say, "Don't put such a negative spin on the GM as God."
Here's my reply:
Look. Play the way you want. I don't find that kind of play fun. I think it leads, at its most extreme, to the backrub story. But I get icked out even when it's all happening in-game. When I know I'm just jumping through GM hoops to keep the GM's "story" going (ie; play continues), when I know I'm not allowed to pursue what interests me as a player but subordinate all my interests, desires, passion and creative impulses to the desires of the GM, I just don't want to play.
If there are players that want to play that way, fine. But to assume that this is the price to be payed to keep the game going, that this the way games have to be, that this is the gold standard of good players giveing away their juice is -- in my view -- just another way of standing up and rubbing the GM's back to get the game moving again.
Play with the zero-sum power struggle between the GM and Players if you wish. But for gosh sake's, people, stop phrasing it like its a given. It's not a matter of the Players run rampant of the GM keeps things moving. It's not a matter of chaos or the GM as Writer/Cheater of Rolls/Authoritarian Whip Without Recourse.
That's the whole point of discussing the issue of Social Contract. It turns out there are a bazillion ways to negotiate great play among the Players. And most of them have nothing to do with the Players bowing down before the GM's mysteriously granted authority to make all these decisions about creativity, rules (I'm counting fudging as rule-breaking here), and behavior about what and what cannot be said at the table.
It's strange, I tell you, strange, that people can still think this is normal. But that's just me. What's objectively strange is that people assume this is the way RPGs are.
Christopher
On 11/4/2004 at 1:01am, Noon wrote:
RE: GM is god?
How is it possible that the idea that "abuse" is just always hovering in the corner, that the people we choose to play with are the Creatures from the Id ready to go roughshod over each other if the GM doesn't step in and whip them into shape still exist?
It's basically because many people still play as if the rules of the game are the sum total of the social contract. Certainly I used to think this...when the idea of social contract came up to me originally I was like 'holy shit, I guess there are lots of other arrangements. Just could not see the forrest for the trees all that time!'
Someone playing this way plays like it's chess...if the rules say I can take your queen, I do (if I want). Likewise, if the RPG rules say I can stab my fellow PC (by walking 30 feet and making an attack roll) I can, and I can stab NPC's, and if the rules say I can walk in any direction I can just head off from the action, or sit and be boring and whatever. That's all fine, because the rules are the social contract and everyones agreed...there's nothing else to consider apart from that ink on the sheets of dead tree.
And so people running off this assumption do stupid stuff because why wouldn't you if it's okay (and it's okay if its in the rules). In comes the principle of 'GM is god' to police this, to stop this. You can't have this crap going on, so the GM is supposedly granted the power by the book to stop this and whip them players into shape.
In other words; instead of getting the players to be more responsible for themselves (ie, adopt discussed SC outside of the book rules), they are still left to essentially be irresponsible but with someone to stand over them with a wipping stick. This is like treating an alcoholic not by teaching him to look after himself, but by just grabbing the bottle off him whenever you notice it.
Of course you seem pretty damn nessersary if by not grabbing the bottle off him, the alcoholic will wreck himself. But while your there...he doesn't need to look after himself. Your perpetuating the problem!
This is what you'll find with many GM's who complain about their problem players. Often, like myself at one point, these guys haven't thought outside the rules box and that meta game SC can be created amongst them.
Other GM's insist on 'GM is god' when their players are the equivalent of reformed alcholoics. These GM's might insist they are snatching the bottle away because they have the power to do so, but if you look at actual play accounts you can see the player taking a reasonable sip then handing it over quite happily himself. Many of these players, even when given the chance to keep the 'bottle', will consider it then engage SC outside the rules and think 'nah, that'll just stuff up things'. So often these godly GM's have players who are policing themselves even without the GM noticing.
On 11/4/2004 at 1:30am, John Kim wrote:
RE: GM is god?
Christopher Kubasik wrote: Fifth, some might (and have earlier in the thread) jump in and say, "Don't put such a negative spin on the GM as God."
Here's my reply:
Look. Play the way you want. I don't find that kind of play fun. I think it leads, at its most extreme, to the backrub story. But I get icked out even when it's all happening in-game. When I know I'm just jumping through GM hoops to keep the GM's "story" going (ie; play continues), when I know I'm not allowed to pursue what interests me as a player but subordinate all my interests, desires, passion and creative impulses to the desires of the GM, I just don't want to play.
I think this is a clash of definitions. You are implying here that "GM as God" necessarily means the GM has to ignore player desires and prevent the player from pursuing whta interests them. I'm pretty sure that those who are defending "GM as God" don't have that in mind. This is made worse when you lump together traditional GM-power games (like Sorcerer and Over the Edge) with distributed GM-power games (like Universalis).
In general, I'm fine with saying that you have slightly narrower interests in RPGs and don't like certain styles. However, I disagree with reductionism of taking an example like the backrub and using that to say that all GM authority is bad. That's same thing as taking a game which dissolves into "Did so! Did not!", and saying that is where lack of GM authority leads to. Many Narrativist techniques here on the Forge are based on increased GM authority. For example, plenty of traditional RPG players will balk at aggressive scene framing, where the GM suddenly cuts ahead to a situation which the PC has gotten himself into.
So I think it's deceptive to associate increased GM authority with abuse. There's no linear scale of either authority or creativity which leads to abuse. For example, a film can have a director who has absolute authority and yet who actively promotes creative input from the actors. As another example, it is acceptable to pay money to see a play where people perform and you have no control over the performance. It's even generally acceptable that those who pay more may get better seats. Yet in this thread, many people have implied that any surrender of authority or creative control in role-playing is abusive.
Now, I know that a common answer to this is "Well, those are films/plays, and they are different than RPGs. RPGs are all about player authority and creative control." Well, to borrow a term from Ron, that just seems like synecdoche. To give a personal example: In one of my two gaming groups, I have been GMing a James Bond 007 campaign. While I'm more commonly in favor of PC proactivity, this game not only has a traditional GM authority over resolution, it also has had fairly linear plots (i.e. Participationist). It has also been extremely popular compared to prior campaigns. Now I've wrapped up that campaign, and another member of the group (Jim) will be GMing a HarnMaster campaign.
I would accept that JB007 was more dominantly my creative input, while the HarnMaster campaign was more dominantly Jim's creative input, and the prior Lord of the Rings RPG campaign was primarily the GM David's creative input. Now, I had some real complaints about David's LotR campaign -- but ultimately I think they boiled down to my dislike of David's input. I think increasing his input as a player but decreasing it as a GM would just shuffle the dissatisfaction around.
Noon wrote: In other words; instead of getting the players to be more responsible for themselves (ie, adopt discussed SC outside of the book rules), they are still left to essentially be irresponsible but with someone to stand over them with a wipping stick. This is like treating an alcoholic not by teaching him to look after himself, but by just grabbing the bottle off him whenever you notice it.
Er, there are an awful lot of social groups which use the concept of an officer/leader in order to keep things under control or reign in abuse. For example, the Forge uses an empowered moderator model to control abuse. This is basic division of labor. It's perfectly workable and often more efficient for some group members to have different responsibilities and powers than others.
On 11/4/2004 at 4:42am, Christopher Kubasik wrote:
RE: GM is god?
Hi John,
I never said all GM authority is bad.
I said, "The GM is God" is bad. For me. I'm the one who finds it icky. Because of the fun I want to have. And I'm not saying the people who don't find "GM is God" is icky are fools. There are plenty of behaviors that I might get no pleasure from that I know others do. I tried to be as clear about this as possible in my last post. I'm sorry I failed.
By the way, a game like Sorcerer clearly does not have traditional distrubution of GM-power. Kickers alone shift the GM distribution of power to what is, for some people, an unprecendented degree. (That's Kickers as defined in the rules. Not the "Kickers are just plot hooks that get the players into the GM's story" rigamoral some people twisting themselves up into.) I specifially did not mention Universalis because it had nothing to do with what I was talking about in my last post.
Finally, I never said "all GM authority is bad." The GM has a specific role -- even in all the games I mentioned -- that invovles authority. In your examples of the JB/Harn/LotR games you seem to be suggesting I think a GM doesn't have creative input. This is absurd, and I would never suggest such a thing. Frankly, it is this very binary ways of seeing RPG options that I railed against in my last post.
I'm glad your players enjoyed your game. Really. I clearly stated the issue is not whether or not such play exists. Nor whether it is by definition bad for all. (It clearly isn't.) I stated as clearly as I could why I think it's bad for me and why. We can spin around forever about whether or not I'm allowed my taste and opinion, but I don't think that's going to get us anywhere. I've learned I'm going to piss people off my stating my preferences. I accept that.
Instead, my concern is whether or not people can broaden the definition of what can work. A Sorcerer GM shares authority with other players in a way that apparently is off the radar for a lot of people. He doesn't give all his power away. He doesn't vanish from the creative input. He has a lot of authority. But it's very different than most people are used to -- as far as I can tell, from posts about RPG techniques I've read around the internet.
Christopher
On 11/4/2004 at 10:32am, Noon wrote:
RE: GM is god?
Er, there are an awful lot of social groups which use the concept of an officer/leader in order to keep things under control or reign in abuse. For example, the Forge uses an empowered moderator model to control abuse. This is basic division of labor. It's perfectly workable and often more efficient for some group members to have different responsibilities and powers than others.
A small but important distinction to make. On the forge, do I just type whatever I like, trusting in Ron to stop me if I go too far? Or does Ron remind people of their personal responsibilities on the forge when he see's a need to remind? In fact, you can see these types of reminders in posts by other people, here and there as well. Meaning anyone is capable of these polite reminders really. Making any requirement that just one guy has to do it, moot.
It's reminding someone to self police, which isn't the same as policing them. Now, Ron can just ban someone or such. But that involves a whole different level of interaction, escalating to a different type of exchange entirely.
On 11/4/2004 at 4:41pm, Scripty wrote:
RE: GM is god?
Noon wrote: It's reminding someone to self police, which isn't the same as policing them. Now, Ron can just ban someone or such. But that involves a whole different level of interaction, escalating to a different type of exchange entirely.
I think that's an important distinction as well, Noon. However, I'm not looking to question whether or not a GM should have any/all authority over players. That's not my intent. I think that's been clear. I agree that a moderator is necessary (for most groups/games). But there are gradations to the policing that's going on in an average RPG session.
I think it's clear, though. that the extreme I'm addressing on this thread is closer to the policing-end of GM authority.
I'd like to examine (if anyone will join me) whether or not it would be beneficial for the GM's authority to remain unlimited/unchecked within the game and also the effect that various rulesets codifying, in actual text, that "GM is God" has on our pasttime. The last (and one of the most egregious) instances of me encountering this was the Marvel Universe Roleplaying Game, where an entire 1/4 of a page was devoted to explaining in explicit terms that the GM was "God" (using that word) and his word was unquestionable law.
I understand division-of-labor/need-for-mediator in RPGs. The question I'm looking at is: do we really need a mediator with this kind of explicit authority? When a game designer says a "GM is God" or "All rules apply to players, no rules apply to GM" do you think he/she turning off an entire subset of individuals who aren't interested in subjugating their creative interests to the whims of another? (Paranoia given an obvious exclusion to this, of course.) Isn't this opening the table up to some serious abuse (as I pointed towards in an earlier post)? If players are going by what they see in the book, and what they see is "The GM is God!", then could that be a factor when the GM says he wants them to insert a foreign object in their rectum and they go ahead and do it? (Note: I've never witnessed that. Praise Thed...)
Further, what doors are we closing by setting up such an authoritarian play experience. For example, I know my wife won't play RPGs because she sees them as (a) unwinnable and (b) rigged. She simply doesn't want anyone telling her what her character is doing/feeling (that's her "playing piece" as it were) and certainly won't stand for another person getting their jollies off of psychodramatic abuse at her expense (which very nearly occurred in one of the few, very few times she tried to roleplay). It's my hunch that she's not alone.
Do you agree that placing absolute authority in the hands of one participant may be pushing people away from the experience? And, even more, what kind of individuals are attracted to this kind of experience, both as GM and players?
Earlier, a poster had mentioned a "Veto" for players akin to a "Safeword". In my "backrub" example, I would've been blurting out safewords left and right. They weren't available at the time, however, and I doubt they would've done much good. Do you think safewords should be available to players and should they be codified in the rules, especially considering your explanation of players self-policing themselves only within the context of the written rules (as opposed to group mores), as a check to the GM's omni-authority?
Not intending to get too terribly verbose (I had a coherent post when I started, I really did), but I think a good example is White Wolf's Mind's Eye Theater which starts their "Laws of the Night" with a two-page-we're-not-kidding-around section that was written to basically keep their LARP players from getting arrested. The obvious inference from that is that a section such as that wouldn't have been necessary and would not have warranted such prominence if some dumba__ hadn't been busted/beaten up/injured someone for doing that kind of stuff in the first place.
Having formerly run a LARP, I can honestly say that their wording was not strong enough. As Storyteller, I was consistently in a position to remind players such-and-such was not cool, essentially the "nanny" role you'd mentioned earlier.
Should rules also contain similar stern guidelines for "what's not cool" for GMs to do? Do you think limits to a GM's absolute power should be codified in the system?
Given that what we are (technically) doing in RPGs is fiddling around in the bowels of each other's subconscious, don't you think that games should take some responsibility for things like GM abuse?
They already take responsibility for stupid players. Ron even does so in Sorcerer where he explicitly points out that people who take the game too seriously or too far are whackos (paraphrase mine). Why don't games take a similar responsibility for stupid GMs?
If we're telling the players not to light up a ball of gasoline-soaked linens and chucking it at other players during a game, how come we're not telling GM's that pushing one's agenda over on other people for a power trip or using the position of GM for quasi-sexual favors isn't cool either?
On one hand, it seems we're telling players "you can't do this/you can't do that" and we're telling GMs "You're God. If you have any questions, buy another one of our books..."
If we have a section telling the players, "Don't be a dipsh*t", how come we don't have a section telling the GMs, "Don't be an a**hole"?
Great discussion.
Scott
On 11/4/2004 at 6:34pm, Christopher Kubasik wrote:
RE: GM is god?
Hi Scott,
Good points about the game text.
I'd like to (as usual) broaden the God issue beyond concerns of actual violence and creepy sexual powergames and discuss creative power issues as well.
Game Texts often say to the GM: "You are the author of the story." Or, "You need to be colorful with the descriptions." Or, "Do whatever you have to do to make the story work."
And players are told -- in text, and very often by tradition -- "You are responsible for playing your character." "Add voices! They're fun!" "You're job is to make a character who has a reason to be on the mission [as defined by the GM]."
Again, there's nothing objectively wrong with any of this.
But notice how all issues of authority are assumed and distributed between players and the GM. The Player has power and creative input over the acarage of his character sheet -- the GM's got everything else. I think this is where the GM as God comes in. It isn't just a metaphore for policing the game. There is is this sense that the players are players charcters adrift in a universe not of their making, controlled by a force beyond their comprehension. (Hence, fudged die rolls and the whatnot.) Most game texts set up the relationship between Player's PC in the midst of the GM's World/Story. To make sure you "stay in character," don't think "out of charcter," don't tap "out of character knowledge" are all ways of avoiding having the knowledge of the gods.
And, again, I say, great, if that's what you want. But certainly successful games are being run where the players are allowed to use OCC knowledge to collude with the GM to make a more dramatic scene, where the players add their own color and descriptions to inform and enhance the game for everyone at the table, where the rules of the game are constructed so one need not depend on the GM to make sure the game doesn't derail into no-fun with a lousy die roll, and everyone finds the story as the dice fall and they move forward with tale with the specific authority granted by the game, creative agenda and social contract.
It's the assumptions of these texts that the the players are like fallen mortals cut off from the understanding of the Creator's intentions that I often have found so stullifying in the past.
Ultimately, my point is, then, that in terms of creative authority, some groups make the GM God. But others don't. . And the examples all over this site suggest there's no reason to think a game won't work well if he or she isn't.
Christopher
On 11/4/2004 at 7:23pm, John Kim wrote:
RE: GM is god?
Scripty wrote: On one hand, it seems we're telling players "you can't do this/you can't do that" and we're telling GMs "You're God. If you have any questions, buy another one of our books..."
If we have a section telling the players, "Don't be a dipsh*t", how come we don't have a section telling the GMs, "Don't be an a**hole"?
Um, we do. Or, at least, such sections seem pretty common from my reading of games. For example, here's the advice from the gamemastering chapter of the HERO System Rulebook (page 343):
As a GM, you'll find it all too easy to get caught up in your story, the great story you've got planned out, and to make sure you tell that story -- no matter how many improbable plot twists you have to throw in or player actions you have to ignore to make sure that your story takes place. But the player characters are the focus of your story, and therefore they and their players are the most important elements in your story. You should slant the story to suit them, not the other way around. Learning how to do this, and do it well, is one of the hardest things about good GMing.
...
Second, learn to adapt your stories to the players' cool and interesting ideas. Many a GM rejects ideas that the players come up with in the middle of a story, simply because the players' idea is different from what he has in mind. It doesn't matter if the players' solution to the mystery or combat situation is as good as, or better than, his own; he's determined to follow through with his story, and damn the consequences. This is wrong. Remember, your story focuses on the players and their characters. If they come up with an idea which is as good as (or better than) what you had planned or thought they would do, and you can adapt the story to conform to their ideas without ruining other parts of it or making major changes to the campaign world, do it. The players will gain a great sense of accomplishment and heap praise upon you for your excellent GMing -- and you didn't have to do a thing but listen to them and react accordingly.
Now, I'm not trying to make this out to be more than it is. But as far as I see, the majority of games and gamers see railroading and GM absolutism as a problem. It is an extremely common complaint. In my experience, the above text represents a very common position -- the GM has final authority to resolve any disagreements, but that the GM also should be flexible and accepting of player input.
Several people here seem to equate "GM is final authority" with "GM controls the entire game, and the players might as well not be there". These are very different positions. Having a final authority is a useful distribution of workload. Someone can "abuse" that authority, but they can then be removed -- i.e. the players quit because the GM sucks. Having the final authority doesn't necessarily mean that the GM cuts out all player input to the game. There are some games and gamers which support sole GM authorship, but I'd say they are at least a minority and it's pretty common for gamers to dump on them.
On 11/4/2004 at 9:13pm, Scripty wrote:
RE: GM is god?
Christopher Kubasik wrote: The Player has power and creative input over the acarage of his character sheet -- the GM's got everything else.
And often times not even that... I believe Sorcerer was the first game I read that made a point to admonish GMs not to tell players how their characters felt about something. When I first read it, I didn't get the connection. "What's wrong with telling the players, "You feel angry"?" I wondered.
Then I came to the realization of the stark trespass at work in that question. The character is the player's only real connection to what's going on. The only thing in rpgs (as they are traditionally played) that's theirs. Telling them not only what they see but enforcing upon them how they feel about it is, IMO, the GM hopscotching over one of the only lines left in roleplaying. That's something that Ron caught on to that I don't think a lot of GMs realize.
But, again, the GM can jump over this line whenever he/she feels like it in most games. We're beginning to see a prevalence of meta-game mechanics (such as Drama Points and Hero Points) I think as a reaction to this. Such mechanics often allow the players to "jump" over the fence and do something (like find an item or introduce an NPC) that heretofore was the sole responsibility of the GM.
Something to ponder, if GMs have always been able to jump the fence (and, IME, most do and/or have), and now we're getting players jumping over the fence, is it really that great of a fence? What's the difference between a player and a GM in a post-DramaPoint world if all it really amounts to is the players get 5 drama points and the GM has an infinite amount?
Christopher Kubasik wrote: It's the assumptions of these texts that the the players are like fallen mortals cut off from the understanding of the Creator's intentions that I often have found so stullifying in the past.
I've found it stultifying too, which is why I wanted to examine it. I think a lot of players have hit their heads on the glass ceiling of the GM's puppet show from time-to-time. The true test of a GM, then, seems to be more one of hiding the strings (Illusionism?) than anything else, if we are to accept Marco's utilitarian vision of what makes a GM a fair arbiter vs. an autocrat.
I also agree that there are a lot of groups out there playing in this style and having a heck of a good time (primarily off the good sense/ethics/personality of the guy in the Big Chair). But I also see this heirarchical model as inherently limiting. Results will vary with it wildly from group-to-group. I wonder if that's really necessary or if something really qualifies as a "game" if such is the case.
For example, I can play Monopoly or Settlers of Catan in Birmingham or Seattle and it's pretty much going to be a similar experience. There may be a couple of rules changes. Maybe Free Parking wins me a lot of cash, maybe not.
But, in the end, my like/dislike of Monopoly will be based off of my experience with the game.
In RPGs, what I'm hearing, is that the rules really aren't all that important. What's important is the Big Chair, or rather the person in it. If we accept the heirarchical model of roleplaying as the One Way, then I question whether the act of playing an RPG is a game at all.
Because I can play D&D in Birmingham and hate it. Or play D&D in Seattle and love it. And this is just off the strength of the personality/fair-mindedness of the person running the event.
With such a wide variance based upon nothing explicitly stated in any rulebooks (i.e. personality), are rpgs really games? Or just wish-fulfillment psychodramas?
In which case, should we still be so haphazard about who GMs, considering we are likely giving them the same power over us as a therapist?
Maybe GM licensing is in order...
John Kim wrote: Um, we do. Or, at least, such sections seem pretty common from my reading of games. For example, here's the advice from the gamemastering chapter of the HERO System Rulebook (page 343):
...
Thanks for that snippet, John. I've never played or run Hero, so I hadn't read that before. I think it's a good thing that something like that popped up in a rulebook. I wish I could see more of it honestly. Do you think it goes far enough? Or do you think mechanics such as Buffy's "when you mess over a player give them a Drama Point" (essentially one step further) would be more effective?
Thanks again for the discussion.
Scott
On 11/4/2004 at 11:57pm, Tomas HVM wrote:
RE: GM is god?
Sorry, lost the answer I was giving to "Scripty" when trying to edit the d... thing.
On 11/5/2004 at 8:53am, John Kim wrote:
RE: GM is god?
Scripty wrote: I also agree that there are a lot of groups out there playing in this style and having a heck of a good time (primarily off the good sense/ethics/personality of the guy in the Big Chair). But I also see this heirarchical model as inherently limiting. Results will vary with it wildly from group-to-group. I wonder if that's really necessary or if something really qualifies as a "game" if such is the case.
...
In RPGs, what I'm hearing, is that the rules really aren't all that important. What's important is the Big Chair, or rather the person in it. If we accept the heirarchical model of roleplaying as the One Way, then I question whether the act of playing an RPG is a game at all.
While I agree that RPG experience depends on the players, I'm not sure how much this has to do with the hierarchical model. In my experience, playing a GMless game like Soap or Baron Munchausen will also vary wildly depending the people whom you are playing it with. A good group can be great fun, but a group of people who you don't like or have differences with can make it dull or worse. Personally, this is true for me even in the hierarchical model where the GM has heightened authority. Playing with a good GM doesn't make up for having jerks or dullards as fellow players.
Scripty wrote:John Kim wrote: Um, we do. Or, at least, such sections seem pretty common from my reading of games. For example, here's the advice from the gamemastering chapter of the HERO System Rulebook (page 343):
Thanks for that snippet, John. I've never played or run Hero, so I hadn't read that before. I think it's a good thing that something like that popped up in a rulebook. I wish I could see more of it honestly. Do you think it goes far enough? Or do you think mechanics such as Buffy's "when you mess over a player give them a Drama Point" (essentially one step further) would be more effective?
Well, since I thoroughly enjoyed HERO/Champions play for many many years, I have to say yes, I do think it goes far enough. Out of curiousity, what is your play experience? To me, advice like that quote isn't uncommon, though it is better than average. At the time when it first came out, HERO/Champions was revolutionary in terms of the player power which it granted, in particular player-mandated opposition using relationship disadvantages (Hunted and DNPC), plus the high degree of player-designed and player-controlled powers. However, there are a lot of games since the early 80s which imitated these features, although not always effectively.
Many early games, like early D&D, were highly player-directed. For example, a D&D DM using a typical published module had extremely little power over the story, and was something of a glorified accountant. However, the story possibilities of the keyed-location format are very limited. GM-as-plot-director comes more from later games, starting around the mid-80s, and it strongly influenced AD&D2 as well as the Storyteller games and others.
Christopher Kubasik wrote: The Player has power and creative input over the acarage of his character sheet -- the GM's got everything else. I think this is where the GM as God comes in. It isn't just a metaphore for policing the game. There is is this sense that the players are players charcters adrift in a universe not of their making, controlled by a force beyond their comprehension. (Hence, fudged die rolls and the whatnot.) Most game texts set up the relationship between Player's PC in the midst of the GM's World/Story. To make sure you "stay in character," don't think "out of charcter," don't tap "out of character knowledge" are all ways of avoiding having the knowledge of the gods.
And, again, I say, great, if that's what you want. But certainly successful games are being run where the players are allowed to use OOC knowledge to collude with the GM to make a more dramatic scene,...
There are other choices of games beyond these two, though. Even if the players stay in-character and the GM has absolute authority over the external world, the story can still be dominated by the players. This is true if PC choices have real consequences -- i.e. the PCs are empowered to be affected by their choices rather than being adrift and powerless to make choices that affect them. This is a frequent preference of mine, because I want the story to be about the main characters and their in-character thoughts anyway -- not about the world.
On 11/5/2004 at 9:19am, Rob Carriere wrote:
RE: GM is god?
Scripty,
You argue that your enjoyment of an RPG is dependent on the players present, especially the GM, and that this is different from other games. I would argue that's a difference of degree. Any game that has a strong skill component is going to show a big dependence on the players. You might play Go in Birmingham and be bored out of your skull and you might play Go in Seatle and be driven to the most beautiful game you ever played.
Any game that has a strong social component is going to depend on the players even more. This is why Western movies like to show fights breaking out over games of Poker.
A role playing game has both a strong skill and a strong social component and is thus at the ragged upper edge of player dependence, but that's `merely' an extreme version of a phenomenon that affects every game out there.
So, yes, I do think we need GM certification, and we have it already. It's the old advice that you should game because you are friends, not be friends because you game.
SR
--
On 11/5/2004 at 3:20pm, komradebob wrote:
RE: GM is god?
A bit of tangent, but:
GM Heavy-handedness strikes me as good when you are playing a relatively closed ended one-shot or short campaign with a definite story arc. I believe this relates to Participationist play. Some games make this almost a core style of play. Call of Cthulhu and Paranoia come to mind.
The key thing that seems to seperate this from unhappy things (Railroading, Illusionist play), is when the GM is upfront about these issues, and the character players agree to it. In these cases, there is something of a social contract issue involved on the players' part as well, in that they have agreed to follow the story through and trust that unexplained events and fudged rolls somehow relate to the event at hand. Theoretically, the GM should also be offering insight into appropriate character types and so forth as well, prior to the start of the scenario/short campaign.
GM heavy-handedness seems to be the bane of more open type settings. In situations such as setting up an open ended world ( fantasy type settings come to mind, but so does Lakefront City from Gangbusters), GMs really(IMO) needs to set back and riff off player ideas, only throwing in potential plot hooks when player ideas seems to slack off. Fudged die-rolls strike me as being really out of place in this sort of campaign environment. Similarly, the GM introducing a BigBad type plot hook here is certainly acceptable, but players ignoring it out or defeating it unexpectedly should not be that big of a deal.
The times I've seen a problem are when there seems to be a confusion over which general type of play people are looking for.
Closed ended stuff seems to go to hell in a handbasket if the players are unaware that the GM is looking for that, or haven't agreed to it. It's my experience that such things are absolutely miserable to be the GM for at those times. OTOH, players that thought they were coming up with quirky, personalized characters that could do whatever they wanted chafe like hell under overbearing storyline.
I guess what I am saying is that the whole gaming group really needs to be aware of which general mindset people are in prior to starting off. Both can be really fun. Both require some commitment and agreement by everyone involved.
As a GM, I don't think it is wrong to ask your potential players if they are willing to be in a Participationist style scenario. I have found that it is miserable to try to sneak in a linear scenario on players that don't want it.
K-Bob
PS- As always, this post is composed solely of my opinion, not set-in-stone facts.
On 11/5/2004 at 7:40pm, Scripty wrote:
RE: GM is god?
John Kim wrote: While I agree that RPG experience depends on the players, I'm not sure how much this has to do with the hierarchical model. In my experience, playing a GMless game like Soap or Baron Munchausen will also vary wildly depending the people whom you are playing it with. A good group can be great fun, but a group of people who you don't like or have differences with can make it dull or worse. Personally, this is true for me even in the hierarchical model where the GM has heightened authority. Playing with a good GM doesn't make up for having jerks or dullards as fellow players.
I agree with that. But the statement you were commenting on was a questioning of a correlation between placing so much authority/responsibility in the GM's role and a games success hinging on that GM's performance or attitude. Whereas I totally agree that bad players can make a bad game, I'm not sure that's always the case. However, because the GM plays such a pivotal role in this model, does that necessarily mean that a bad GM makes bad play? Is there a correlation there?
Most all the heirarchical/GM-is-God games I've played in have broken down when the GM was a jerk. Even when I subscribed to that as the One True Way, I noticed that if a GM was a complete meanie-pants then the game was going to blow. That's one of the reasons I gravitate towards the Big Chair in groups that I think may be questionable. I may not be the best GM, but at least I know I'll be fair and won't abuse my power.
Contrasting that, I've been in lots of games where a player was acting out for any number of reasons and abusing their role in the game. However, I've rarely seen an entire game suffer for it. It's happened, sure. But my experience has shown me far less correlation between "jerk player = bad play" than I've found between "jerk GM = bad play". Again, that's just my experience.
Do you think this correlation has anything to do with the GM's heightened authority? If we levelled the playing field in a game, do you think we'd see more instances of players bringing everything to a screeching halt? Or do you think we'd see less of it?
John Kim wrote: Out of curiousity, what is your play experience?
Yikes. It's easier for me to list what I haven't played than what I have. I started on all this with the D&D Red Basic set in 1981. Since then I've played every incarnation of D&D. I also played Gamma World, Gangbusters, Chill, Marvel Super Heroes, MURPG, Vampire, Call of Cthulhu, WEG Star Wars, Aftermath, Paranoia, d20, d20, d20, MURPG, HeroQuest, Donjon, the Window, Kobolds Ate My Baby, Shadowrun, RIFTS, various homebrews, Kirt's Unsung game... etc. etc. (I know I'm forgetting a bunch, but those are the ones on the top of my head)
I don't know if that measures up. But it's a pretty long list. Also take into consideration that I've read more games than I've had the opportunity to play, including Sorcerer, inSpectres, C&C, WHFRP, etc. etc.
I haven't played Hero/Champions but that was because I was never around anyone that did. I like that blurb though. I wish more games had that as a centerpiece of GM advice. I've read that the new WoD game has something similar. But I'm wondering if even that's enough...if the GM's actual role should be hard-wired into a system to see any real/uniform change across the spectrum. You say it does work, based on your experience. I respect that. But my experience with similar rules (as in MET's behavior rules for players) is that it isn't. But then again, I'm considering every case among 30 some odd players and not taking them as a whole entity, which likely isn't fair. If a new game came out that gave practical, "how not to be a jerk" advice in their GM section and the instances of GM's abusing their authority dropped from 40% to 15-20%, That would be a success, no question.
John Kim wrote: To me, advice like that quote isn't uncommon, though it is better than average. At the time when it first came out, HERO/Champions was revolutionary in terms of the player power which it granted, in particular player-mandated opposition using relationship disadvantages (Hunted and DNPC), plus the high degree of player-designed and player-controlled powers. However, there are a lot of games since the early 80s which imitated these features, although not always effectively.
Also please consider that I'm talking about more traditional models of games where players control the PCs and the GM controls all else. In my thinking that eliminates games such as Donjon or HeroQuest from consideration as, again to my thinking, they're more structured towards player input (which inherently, IMO, lessens the omnipotence of the GM). I think Hero is definitely in the vein of the model I'm looking towards. I think Shadowrun, RIFTS, D&D, CoC are other games that follow the traditional model of GM--Players. There are more, doubtless, but again those are the ones on the top of my brainpan.
IME, these games haven't had GM advice of the ilk that you describe from Hero. In its defense, MURPG does have a brief blurb about not being a complete jerk to the players. But it never brings the absolute authority of the GM into question. It follows the line of "The GM is God. His word is Law. That said, try not to be too mean to the players..." To my recollection, I found that section to be just as offensive as the "GM is God" section.
John Kim wrote: Many early games, like early D&D, were highly player-directed. For example, a D&D DM using a typical published module had extremely little power over the story, and was something of a glorified accountant. However, the story possibilities of the keyed-location format are very limited. GM-as-plot-director comes more from later games, starting around the mid-80s, and it strongly influenced AD&D2 as well as the Storyteller games and others.
Oh, totally agreed. I mentioned earlier how my beginnings in RPGs pretty much spoiled me to having the GM take the bag with all the beans in it. Like I said, the GM used to be something, IME, that nobody wanted to be. It's also interesting, at least to me, that my experiences with roleplaying started encountering more abusive and autocratic GMing close to the time you mention the "GM-as-plot-director" role evolving. My first encounter with a pig-headed GM was in a D&D in 1992 in Monterey, California.
I'd never seen a GM actually be "in control" of the game before. My early experiences, however, did spoil me. And my first group did have to teach ourselves how to roleplay. We didn't have any older players to show us how it was done. So, we played a bit more with it and skipped the heirarchical model or any major control structures. Our group was smaller too. Two, maybe three, players and a GM. Nowadays, IME, groups of that size die out. GMs, again IME, seem to value their skill as a GM by the number of players they can draw to a table. And players seem to flock to that idea too, again IME.
Maybe I'm just flogging a horse here. Or being overly nostalgic.
Do you think I'm grating on the "GM-as-plot-director" as opposed to the heirarchy of GM vs. Player? Certainly, that was the time period where I first had any (and I mean any) problems at the table with my fellow roleplayers...
On 11/5/2004 at 7:43pm, Scripty wrote:
RE: GM is god?
Rob Carriere wrote: Scripty,
You argue that your enjoyment of an RPG is dependent on the players present, especially the GM, and that this is different from other games. I would argue that's a difference of degree. Any game that has a strong skill component is going to show a big dependence on the players. You might play Go in Birmingham and be bored out of your skull and you might play Go in Seatle and be driven to the most beautiful game you ever played.
Hi Rob,
I get your point. But what I was trying to get at was that, as we were working through this model, I was questioning whether or not the "game" part of the experience even mattered if everything revolved around amicable GM fiat anyway. I don't much agree on the "Go" analogy, though. Go is Go, wherever you go. Whereas, you could play D&D with a group on one corner that measured out combats with pocket-rulers and with a group on another corner that just sat around and rolled maybe one die the whole evening. The kicker is that these two groups would nominally be playing the same game. I don't think many other games do that. Most games play according to the rules with only minor variations. Hence a more uniform experience. It was seeming to me that many people were saying that "GM as ultmate authority" was a good thing or bad thing based upon the personality/good judgment of the GM. I don't know of many other games that give a "referee" that sort of power over the experience.
So, in short (if I can ever presume to type that with a straight face), I was wondering how much of a role the players did have in a traditional RPG heirarchy, if so much rested on the GM's performance? I think John engaged that question quite well by pointing out that a bad player (or group of players) can abuse the Social Contract just as much as an abusive GM. I think that's true. But it led me to wonder what effect moderating the GM's role might have on the game as well. If we make the GM less powerful, would it lead to less abuse? But would we also, then, see an increase in players acting abusively?
I guess it boils down to some people are nice and some people are not. Which leads to your next point...
Rob Carriere wrote: So, yes, I do think we need GM certification, and we have it already. It's the old advice that you should game because you are friends, not be friends because you game.
In a perfect world, I would do this, would have done this and would be doing this. However, I haven't found it always feasible to game with friends. Most of my friends either don't have time, aren't interested or have their own horror stories that drove them away from the hobby. I've generally met people through RPGs who then either remain friends or don't. Is this approach wrong?
Despite agreeing that it is good advice, I'm not sure I'd ever get to play RPGs if I took that statement to heart.
On 11/5/2004 at 7:44pm, Scripty wrote:
RE: GM is god?
komradebob wrote: The key thing that seems to seperate this from unhappy things (Railroading, Illusionist play), is when the GM is upfront about these issues, and the character players agree to it.
Good post, komradebob. Maybe we can start a thread discussing ways to be upfront about these issues? I agree that it would probably be a good thing and would certainly help out in letting everyone know where the GM felt his role should be as opposed to where the players felt his role should be.
But I've never seen it done in an effective way. Does anyone have any suggestions for how a group might discuss these kinds of issues without bogging down play? Maybe there's a thread already on RPG theory about that. I've searched the archives for social contract threads but have either come up empty or filled to the brim with pages that it would take me a week or so to forage through.
On 11/5/2004 at 7:44pm, Scripty wrote:
RE: GM is god?
Sorry for so many posts. You guys are raising some really good points that I think deserve a response. Thanks again.
Scott
On 11/8/2004 at 1:13am, Noon wrote:
RE: GM is god?
Scripty wrote: *snip*You might want to run through my post (prior to the one quoted) again, where I've answered this sort of question. 'GM is god' is only good for covering up any gap in social contract (and in an unhealthy way, IMO. See my alcoholic analogy). But if you fill in that social contract gap with self policing (and perhaps some dude to remind people to self police) there isn't a need for this, IMO, makeshift patch.
I understand division-of-labor/need-for-mediator in RPGs. The question I'm looking at is: do we really need a mediator with this kind of explicit authority? When a game designer says a "GM is God" or "All rules apply to players, no rules apply to GM" do you think he/she turning off an entire subset of individuals who aren't interested in subjugating their creative interests to the whims of another? (Paranoia given an obvious exclusion to this, of course.) Isn't this opening the table up to some serious abuse (as I pointed towards in an earlier post)? If players are going by what they see in the book, and what they see is "The GM is God!", then could that be a factor when the GM says he wants them to insert a foreign object in their rectum and they go ahead and do it? (Note: I've never witnessed that. Praise Thed...)
Codifying GM as god into the rules would be to create a particular product, to get a certain perhaps quite interesting effect. That would be interesting to talk about (if one wanted to design this product), but isn't this thread more about how 'GM is god' is prevalent in the RPG hobby?
My partner is hard gamist and has said RPGs are just arbitrary and whatever the GM says goes and thus what can you achieve when it's just the GM deciding to pat your on the head or not.
Further, what doors are we closing by setting up such an authoritarian play experience. For example, I know my wife won't play RPGs because she sees them as (a) unwinnable and (b) rigged.
I look at it and eventually explained it to her like it was sparing. It's like martial arts...do the experienced martial arts teacher kick the ass of their students each time, or let down their guard a bit so as to just challenge their student? Well, that's what the GM does if he's granted tons of resource creation powers. He lays some down so as to challenge. She understood it better
Thinking about what she didn't like helped my come to this 'sparing' idea for gamist play. This helps me get the right mind set for GM'ing in gamist play.
I guess I'm talking about how the gamist GM role can be defined in a book, rather than answer you question as to why 'GM is god' should be employed, if at all. I think there's something there for the thread...sorry for the drift if not.
That sort of abuse is where the hobby really gets ugly and really concerns me. I want to write more but feel I'll go on a tangent.
She simply doesn't want anyone telling her what her character is doing/feeling (that's her "playing piece" as it were) and certainly won't stand for another person getting their jollies off of psychodramatic abuse at her expense (which very nearly occurred in one of the few, very few times she tried to roleplay). It's my hunch that she's not alone.
I think it does push people away and creates a wierd culture in the hobby. People who'll subjugate themselves to play what should just be an activity and those who find they are rewarded for being opinionated by having those opinions become the way things are. Subs and doms interlaced with people who can actually self police. But it's the subs and doms who newbies tend to run into first...because the subs and doms groups are fragmentary (or rarely, rock solid) while the self policing guys are usually very happy in their group and wont contact newbies as much.
Do you agree that placing absolute authority in the hands of one participant may be pushing people away from the experience? And, even more, what kind of individuals are attracted to this kind of experience, both as GM and players?
Given that what we are (technically) doing in RPGs is fiddling around in the bowels of each other's subconscious, don't you think that games should take some responsibility for things like GM abuse?
They already take responsibility for stupid players. Ron even does so in Sorcerer where he explicitly points out that people who take the game too seriously or too far are whackos (paraphrase mine). Why don't games take a similar responsibility for stupid GMs?
I might stop here as I may be going off track already. But those are two good points. The intermingling of creativity can turn really sour when someone can swing power over someone elses input. It's like someone doing a drawing of a hero...it'd look perverse if someone else is allowed to walk up and tear it into little pieces. Yet that happens to PC's all the time...creatures we put some thought into. It can be cool for it to happen...but it's a dangerous area.
And yeah, why would the GM be the sane one?
On 11/8/2004 at 12:27pm, contracycle wrote:
RE: GM is god?
Ah, politics, the high octane of any social endeavour.
There are sound reasons for centralised authority in many, many collective activities. The 'GM is god' trope has a number of nuances all of which appear in other forms of human interaction. Like Chris's Lehrichs analysis of RPG as ritual activity, IMO we should also realise the RPG is also a political activity.
Or rather, RPG is not an overtly political activity but does employ political techniques to achieve its goals. Centralisation of executive authority is one such technique. In a sense, RPG is a microcosm of a political community.
This issue raises a couple of related questions that IMO are best tackled individually:
Are there benefits to this centralisation?
Are there dangers to this centralisation?
I do not think it is correct to see the GM's ggodlike authority as covering for gaps in the social contract; this authority is specifically granted to the GM through the social contract just as it is in broader society. There is only one major distinction between this and most developed political communicities because under most circumstances the GM has no power to actually enforce their rulings in the face of determined opposition, unlike formal states with armed power at their disposal. The GM-ship and its powers exist purely at the discretion of the players as a group, and consent can be withdrawn more or less at any time.
Thye benefits of centralisation should be well eniough understood: the clarity of a single vision, the economies of scale gained by directing multiple efforts toward a singular end, and the maintenance of what in modern military parlance is a "concept of operations" - what we are here to do, why we need to do it, and how we plan to do it. As we have often discussed, the Shared Imaginary Space is often tentative, differentially murky, and contains elements that are often not in the sight of everyone at the table. IMO the fundamental role the GM-ship was called into being to fulfill is the reliable coherency of the SIS. And this function is not inherently different to that filled by the authority given to a team leader, foreman, manager, captain, pilot officer etecetera.
We know have a much more advanced IMO view of the SIS, the distribution of credibility (identical to consent, above) et al. Nonetheless I think this explains the initial developement of the GM's role in the specific context of RPG. Unfortunately, like rather too much political dialogue, our interest has a tendency to focus on the moral or ethical implications of power and leadership rather than the functional and methodological. The fact that 95% of people over the last few thousand years have chosen to be lead, or have been forcefully subjugated to leaders, does not undermine the effectiveness of having a single node for central decision-making. Effectiveness is not a moral question.
But with all that said there are of course good reasons for be suspicious of a command authority model for an social endeavour. For one thing the power we endow such a person with can often be 'leveraged' into other social spheres into which their remit should not extend. A person with a single and private concept of operations can bend and twist the public presentation of that concept to their own ends, and habitual submission to an authority figure may condition the 'subjects' to obedience even when they should resist. Habitual deference is indeed dangerous and can be exploited.
Secondly, the command authorities clear vision may well be mistaken. This is the nuance that democracy introduces to the heirarchical model of decision making, the recognition that even with a central coordinating node errors can be made and that the system is best served by differing, even contradictory, inputs. Clearly, a command authority with a bad strategy and enjoying habitual deference may make disastrous decisions that affect everyone.
A GMship can be dangerous in exactly the way that other political positions can be: they replace the informal relationships between people with a formal, structural relationships. And the methods for dealing with these problems are much the same as in other spheres; thus, we might allow a GM or other authority to rule now, but to be held to account for their decision post facto. Or, in the distributed authority architecture, to obviate much of the power usually given to the position. And these are not moral issues either, but practical concerns arising from gaming out the power relationships.
None of these issues can be resolved by coming to a decision, an opinion or position, on the role of the GMship, or on the moral or ethical implications of central versus distributed authority. These issues are not confined to RPG in any sense, but certainly the singular author mode of artistic production has not hitherto had to deal with these issues and has no language for them, as far as I'm aware. The only meaningful action to take is to look at what you want to achieve and formulate a distribution of power that seems likely to achieve them.
On 11/8/2004 at 1:22pm, Rob Carriere wrote:
RE: GM is god?
Scripty wrote: I've generally met people through RPGs who then either remain friends or don't. Is this approach wrong?Scripty,
Despite agreeing that it is good advice, I'm not sure I'd ever get to play RPGs if I took that statement to heart.
I think you just answered your own question. I, too, have a lot of friends I first met as gamers. The ones I keep gaming with are also the ones I go see movies with, go out for dinner with, and so on. And from what you say, you're more or less doing the same thing.
[tangent warning: play through a mid 80's Go game between a Japanese pro and a PRC state amateur and then tell me again that Go is Go everywhere you go. The very moves shout `culture clash' louder than a rock concert's amplifier. Same formal rules, very, very different notions of where they "should" take you.]
But I think that "GM is God" is turning out to be a Humpty Dumpty phrase: it means whatever the current speaker thinks it means. We've seen everything from `he's the rules arbiter' to `he's the guy who can force players to pay him sexual favors' and everything in between. That sorta makes discussion difficult...
SR
--
On 11/8/2004 at 3:21pm, komradebob wrote:
the flip side...
There is an interesting side point about GM authority and Social contract that I don't see being brought up, since most of this has focused on abusive GMs.
Some Thoughts relating to the discussion:
Social Contract as related to rpgs goes into group dynamics beyond game rules related issues, and includes other behaviors and interactions that affect the gaming session.
GMing is a set of duties, which are often bound together, and are taken up/assumed by one player. This need not always be the case, but when a significant number of them are assigned to a single player, we tend to call that person a GM (or some equivalent term).
The GM is also a player in the game session.
Now, all of those are things that visiting the Forge has caused me to think a bit more about than in the past, particularly the first and third points.
I guess one of my questions becomes, What part of Social Contract do character players fufill?
I hate to sound petty, but as the person most commonly the GM over the years, I seem to recall spending alot of time and money filling that part of the social contract. In addition to tabletime arbitration, GMs generally:
Do most of the rulebook and related goods purchasing.When they are not the purchaser, especially in the case of supplements, they are still expected to know the material with adecent pasing familiarity.
Do most of the Rulebook reading.
Buy or create setting materials.
Often host the session.
Act as social secretaries insuring character players appear regularly.
Come up with story related reasons that pcs aren't there temporarily when the player fails to materialize (on time or at all).
Attempt to deal with the sometimes competing goals of providing an adventure that makes storyline sense, but that also involves the pc's and their players' urge to "do whatever they want".
Jump between roles as various NPCs, trying to make each distinct, often on the fly.
My point here is not to condone abusive GMs. I do think, however, that the part of non-GM players as it relates to the trade-off implied by the term Social Contract should be examined.
k-bob
On 11/9/2004 at 10:20am, Noon wrote:
RE: GM is god?
My point here is not to condone abusive GMs. I do think, however, that the part of non-GM players as it relates to the trade-off implied by the term Social Contract should be examined.
Are you sort of refering to what the GM gets in exchange for all this work?
I sort of had a look at the rewards the GM gets and the utter lack of system support for that reward, in this thread: http://www.indie-rpgs.com/viewtopic.php?t=12673
The general responce was that their rewards are happy players and that surely there is no way to reward GM-players like you reward players with XP or whatever. System doesn't matter for GM-player rewards?
Currenly I'm playing GM'less D&D with my son (must write up a play account soon). I'm second level going on third (as is he) and found a nifty scroll (and a heap of gold). Were both GM in various ways and were both being rewarded.
This might be a bit tangentary, but I think the idea of system supported GM rewards should be pimped every so often.
Forge Reference Links:
Topic 12673
On 11/11/2004 at 7:52am, jdrakeh wrote:
Social Contracts
I'd prefer to say it's being challenged, perhaps initiating a debate and resolution procedure that may be an established part of the social contract. It all depends how the 'contract' is constructed.
Simon Hibbs
I think that is a more reasonable interpretation. As the social contract is, in essence a rule, I think that in order for it to be "broken" it must be deviated from in a manner specifically cited within said contract as unacceptable. To merely question the tenets of a social contract (the situation which has been posed) may or may not do this, but likely not (unless a clause such as "the players aren't allowed to influence the game out of character" is a tenet of the social contract, at which point you're moving into the realm of oppressive ultimatum).
That is, a social contract is an agreement, yes - but like any reasonable agreement between a number of individuals, it won't be a concrete, static, thing that is governed by one sole individual. That isn't a contract at all - a contract is an agreement between parties that represents the interest of all said parties to one degree or another. A tenet that intentionally divests other participants of any power by way of threat or declaration of superiority is merely an ultimatum.
When drafting a contract, all parties are allowed to influence the final product. When one individual says "I'm God - do it my way or choke!" a completely inflexible ultimatum has been issued, and the only choice open to other players is to accept it or not - their input matters not at all, having been divested of any power to organize the game in a manner that they find entertaining.
For some reason, when some gamers see the term "social contract" they seem to forget that the drafting of any contract is a shared creative process and immediately pigeon-hole the concept as either "divesting the GM of power" or "divesting the players of power" when it (a social contract) does neither - it allows all parties to share in the power. And that's what it comes down to...
THOSE PEOPLE WHO DECRY THE SOCIAL CONTRACT AS A TOOL DESIGNED TO STEAL ULTIMATE POWER FROM A SINGLE INDIVIUDAL OR GROUP OF INDIVUDUALS HAVE SOME SERIOUS CONTROL ISSUES.
On 11/12/2004 at 2:46am, Scripty wrote:
Re: Social Contracts
jdrakeh wrote: THOSE PEOPLE WHO DECRY THE SOCIAL CONTRACT AS A TOOL DESIGNED TO STEAL ULTIMATE POWER FROM A SINGLE INDIVIUDAL OR GROUP OF INDIVUDUALS HAVE SOME SERIOUS CONTROL ISSUES.
Hi James, I appreciate your passion on this point but I just wanted to clear something up on my end. Is this statement rhetorical or have we been doing this on this thread? I'm not trying to challenge your point, which I think is a valid one. I'm just trying to clarify the context of the statement as it regards mine and others' participation in this thread.
Also, I'd like to point out that you have revisited a question I posed a while ago about how a group should determine what their Social Contract is. I guess it would be a good topic for another thread, but I think that the Social Contract should be explicit. Almost all the groups with whom I've played, however, have ignored this aspect of roleplaying. Someone just assumes the mantle and the rest, for the most part, fall in line (or not).
Do you have any suggestions for setting up a workable Social Contract in an explicit manner? Have you ever done so? If so, what worked for you? What didn't?
Scott
On 11/12/2004 at 7:42am, John Kim wrote:
RE: Re: Social Contracts
Scripty wrote: Do you have any suggestions for setting up a workable Social Contract in an explicit manner? Have you ever done so? If so, what worked for you? What didn't?
Just a note here -- this seems like it should be split off into a separate thread if you're going to discuss it.
On 11/12/2004 at 6:52pm, Scripty wrote:
RE: Re: Social Contracts
John Kim wrote: Just a note here -- this seems like it should be split off into a separate thread if you're going to discuss it.
Agreed.
Thanks,
Scott
Forge Reference Links:
Topic 13363
On 11/13/2004 at 11:12pm, jdrakeh wrote:
RE: Re: Social Contracts
Err.. Moved to the split thread.