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Topic: [D&D] GM's Fun
Started by: Troy_Costisick
Started on: 12/7/2005
Board: Actual Play


On 12/7/2005 at 12:56pm, Troy_Costisick wrote:
[D&D] GM's Fun

Heya,

To bribe my friends to help me playtest my Ronny games, I'm agreeing to take part in one of their D&D campaigns.  I was discussing the kinds of characters we would be playing and I showed him Sorcerer.  I told him about bangs and how they present the player with a brutal choice that has consiquences and so on.  He really took to it and agreed that it would make the game a lot more fun for the players.  I started making m charactger.  He's an elf/celestial half bred who spurned his father who was forcing him to become a paladin. He ran away from home, lived off the land for a while, and then joined the elvish regulars in one of their crusades against some other nation.  He fell in with a Cult of the Bladesinger and has progressed through the ranks there at the expense of a lot of veterans.  Lots of good stuff for bangs in there and I really had fun thinking about all the possibilities of the character.  "Yeah," I thought to myself, "he'll be fun to play."

That got me thinking.  When I look over my newer designs and over the old theory threads, I see a lot of emphasis put on making the game fun for the players.  We've invented Bangs, Reward Cycles, Stakes, Character Advancement, Chargen, Life Paths, Plot Points, and all sorts of other things to make the game more fun for players.  So what about GMs?  What mechanics in a game like D&D or say some other game like Sorcerer or Dogs in the Vineyard make the game more fun for the GM?  Players get Social Esteem, Adressing of Premise, or Exploration, so what does the GM get?

Peace,

-Peace

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On 12/7/2005 at 1:14pm, jasonm wrote:
Re: [D&D] GM's Fun

That's a good question, Troy.  I sort of ran up against this in a recent Dogs game, where I found myself in a situation where I had to do what was right for the game at the expense of what I, as a person and participant, really wanted.  Here's the thread:

http://www.indie-rpgs.com/forum/index.php?topic=17861.0

That trade-off is explicit.  So there's an element of sacrifice there, to assure an excellent experience for the players.  I think that sacrifice is bigger in games that mechanically delimit GM authority - but so are the rewards, because these sorts of games tend to rock.

I know that I find GMing very rewarding as a creative exercise and actually prefer it to playing.  I've never really considered the structures in place that make it so, or what could be done to make it even more fun.  In my own designs, I tend to obviate this question by distributing the GM role among the participants - maybe I'm avoiding the issue!

--Jason

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On 12/7/2005 at 6:38pm, Joshua BishopRoby wrote:
RE: Re: [D&D] GM's Fun

Traditionally, GMing is a big, fat ego-stroke and a giant dose of editorial authority.  The incentive there is plain.

In more recent games, I think a large portion of the GMing incentive lies in providing fun for your friends and being the guy who pushes.  "Guy who pushes" is a little different than the editorial authority that the mainstream games provide -- GM as prime mover but not necessarily as creator and maintainer of the world.

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On 12/7/2005 at 6:50pm, Calithena wrote:
RE: Re: [D&D] GM's Fun

The kind of fun I got out of running D&D was twofold:

1) Giving players a fun experience - suspense, evocative description, challenging people intellectually, enabling their wish-fulfillment. This shouldn't be underestimated as a motive all by itself. It gave me a lot of joy to be able to make other people happy.

2) Creating a fantastic environment and sharing it with others - the fun of partly sovereign, partly shared world creation. It's a real rush to have people marvel at your creative powers.

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On 12/7/2005 at 7:31pm, joshua neff wrote:
RE: Re: [D&D] GM's Fun

Sean,

Assuming that what you're talking about isn't lost in the mists of long-ago, could you give some concrete, actual play examples of "giving players a fun experience" with D&D? And some actual play examples of #2, too?

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On 12/7/2005 at 8:00pm, Calithena wrote:
RE: Re: [D&D] GM's Fun

Josh,

I've been trying to type a meaningful response but I fear I'm going to have to come back another time - class prep beckons.

For #2, it's a matter of making up fantasy worlds and sharing them, and then taking player input, to build up something interesting together over time. I've got dozens of these lying around and am gradually putting stuff about them up on my fora, though I'm currently thick in system design instead. Follow the link in my sig if you want to see some bits about a few. One of them, the least interesting in some ways in terms of fantastic material but the one with the most history, is Advent - we've got 25+ years of history there with at least five different GMs and dozens of play groups, all of whom have contributed to its changing topography and history. There is essentially no system stuff out there for formalizing this kind of 'bricolage' in the RPGs I know, and getting out some mechanics for doing it is part of what's motivating my current game design work actually.

With #1, no way is this stuff lost in the mists of long ago. I was playing a lot of D&D as recently as 2003 and am still involved with a lot of the same worlds and players in a variety of different systems (homebrews, Heroquest, Tunnels & Trolls, 3.0 most commonly) as I try to figure this all out).

However, if you're looking for a 'Forge answer' to the question, I'm likely to disappoint you. The only thing that (pre-3e now, not the new material) D&D does at all system-wise to enable that stuff is, essentially, give no mechanics for resolving social conflict or puzzle-solving, etc. So I ask you a riddle and then you have to solve it: challenge the player. Or again, I run this series of adventures where you and this paladin are trying to recover the Spear of Longinus, and he's so noble and pure-hearted, and gradually you fall in love, and he offers to make you his queen, but then wham! your old husband shows up, what do you do?

(I broke the paladin's heart and then my marriage fell apart a few months later anyway, when DB sprang that on me, FWIW.)

'GM fiat' means you can go straight to the player to give him or her a challenge or a choice: no weaseling out. Of course you can also go straight to the player and say 'ALL ABOARD! NEXT STOP: KRYNN!' (or whatever) and then that, um, isn't a playstyle I personally like that much. And there has to be a shared sense of what the fun and interesting challenges and choices are, which varies from group to group and person to person.

So if you were looking for how system creates any of this shit, there really ain't much to say, except that: part of the Charge of D&D (in the early days) was to do this, to make a world and explore and create it together. The game then left you high and dry to do that (GM as auteur model), of course. But then not many other games really kept this Charge alive, and in fact most of the good games deliberately blew it off and just gave you a setting and mechanics that worked together (compare Paranoia and James Bond 007 to the other stuff being released at the same time as it in terms of play experience, frex). The Forge-connected designs mostly follow this second pattern too - as well they should, it's a better way to go for any number of things.

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On 12/7/2005 at 8:18pm, joshua neff wrote:
RE: Re: [D&D] GM's Fun

Sean,

I think the "Forge answer" to "how does playing D&D and the GM having fun coincide" is this:

* Forget about what the written rules for D&D/AD&D/AD&D2/D&D3.x say. The real system is what's going on at the table when everyone is playing.

* So, when everyone is sitting around the table, playing D&D, what's fun for the GM? The problem I have with statements like "giving players a fun experience" is that it's too abstract. I'd prefer to see some actual examples of this, like your examples of the riddle and the paladin. As you point out, D&D didn't originally give any mechanics for a lot of this, so the system was all negotiated by the players or dictated by the GM (or most likely a mix of both of those). House rules were developed, written rules were tweaked or ignored, and fortune resolution was ignored in favor of karma and drama. At least, that's how I remember it.

But, looking back at Troy's initial post, he didn't just pose the question about D&D, but about other games, too, like Sorcerer and Dogs in the Vineyard. I'm at work right now, so I don't have the time to commit to a real answer, but I'll try to think of some actual play that answers the question: what makes these games fun for the GM?

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On 12/7/2005 at 8:29pm, Calithena wrote:
RE: Re: [D&D] GM's Fun

Whoo I'm going to be late - yeah, that was vague. But there was a point to my post as a direct answer to Troy's question. Part of the fun of D&D, for the DM, was supposed to be making up your own world and sharing it in play. Even as late in the game as the AD&D1 DMG Gygax lays this on pretty thick, for instance: not just the 'referee' or 'God' (ugh) role, but the demiurge role, giving people fantastic material to work with. That was part of the real 'system' of the game in the early days, though mechanically unsupported.

Now in the best games I think there was a real willingness of GMs to share this stuff - open worlds (see my post at http://forum.rpg.net/showthread.php?t=181356&page=1&pp=10), collaborative GMing of the same world, and lots of other stuff, so that there was a shared process of negotiating the imaginary material.

The theory questions that were hardly ever broached and almost never answered systematically were about how to tie all this tremendous imaginative energy into play in a reliable way. But the idea that you were doing this was there, for a lot of us.

So that was my #2. My #1 was that these mechanics, because of their sparseness, made it easier than in virtually all pre-Forge games (this is where the Forge has really transformed gaming IMO, at least in principle) to go straight to the player, to cut out the bullshit and say: how do YOU solve this problem? What do YOU think about this situation? (You've been playing this character like this, do you really believe that, does she really believe in that, or what?)

My point was that this is not actually breaking the rules at all in old versions of OD&D. The game has NO resolution mechanics for this stuff (as opposed to, 'roll your oratory skill to convince the Paladin that he'll be better off going back to his vows and forgetting all about you' kind of stuff). That means you're in the system when you use Drama to resolve this stuff.

I don't want to push this too hard of course, for a variety of reasons, but I wasn't meaning to be vague - there was a specific answer to Troy's question there. Of course he's playing 3.5 and I'm really talking about the brown and blue books and maybe the first AD&D books, Arduin and Alarums & Excursions, so one could question the relevance I suppose.

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On 12/7/2005 at 8:47pm, Troy_Costisick wrote:
RE: Re: [D&D] GM's Fun

Heya,

Yeah, I'm playing D&D 3.5.  The thing I find interesting is that mechanics to support your #1 and #2 goals as a GM are sparcely supported in D&D with actual mechanics.  Compare "world building" mechanics in the D&D DMG with the "character building" mechanics in the palyer's guide.  Wow, what a disparity!  Now I think Dogs goes very far in helping GMs design worlds (in this case towns), but what about some other games- both Forge and non-Forge games?  Where are the mechanics that support the GM's fun?

Peace,

-Troy

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On 12/7/2005 at 8:52pm, Mike Holmes wrote:
RE: Re: [D&D] GM's Fun

The problem I have with statements like "giving players a fun experience" is that it's too abstract.
Yeah, I'm with Josh in a way.

I think that first there's the question of what "fun" is. Seems an odd thing to say, but most people have never analyzed it. Basically fun comes down to having a positive emotional reaction to something. Note that "positive" can mean feeling "faux sad", like crying at a movie. What produces fun? Basically two things - social reinforcement and self-actualization. That is, getting the top elements of Maslow's Heirarchy of needs fulfiled. So when we say "fun" we all mean, "getting to be creative in a way that is uniquely me, and being appreciated for it."

So the question, restated, is "What part of GMing means getting to be creative in a way that's uniqely you, and what do you do that's appreciated."

Now, take the "duties" of GMing. Worldbuilding, NPC portrayal, play facilitation, leadership, etc. Of course, which a person has in an actual game group may vary according to how people see the GM's duties. But if you look at any one of these it's pretty easy to see where the fun is.

For instance, I like setting up situations that make players respond emotionally. This is me socially reinforcing them, and their response socially reinforces their appreciation of what I do. I'm thinking specifically in this case (because Josh posted), of times that I made Julie get misty-eyed, and she'd say, "Man, you got me there." That sort of moment is a clear cut case. Most moments are not so clear cut or overt. Players simply not rejecting your worldbuilding as implausible is, in fact, a very faint social reinforcement (at least lack of negative reinforcement) of your creative efforts.

Put another way, I like GMing because you get to make up a lot of stuff, and players like it. Really no different from what players do on that level.

Mike

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On 12/7/2005 at 9:42pm, Calithena wrote:
RE: Re: [D&D] GM's Fun

Good stuff, Mike. That's spot on.

Troy, I consider this to actually be a sort of big gaping hole in some (not all) current design. Chalk up Dogs as a big exception to the rule, of course. I will say two things about the setting and situation-generating system stuff, though:

1) In games with a traditional GM setup, less is actually more. D&D 3 broke me on this when I picked it up, which is why I sometimes say intemperate things about what's basically a pretty well-designed system for its design goals. I'll never have those hours back I put into choosing skills for some weird monster I dreamed up. If you can, go pick up an old-time 3rd party D&D product (The Arduin Grimoires, Booty and the Beasts, Dark Tower come to mind as three good examples). What's striking about this stuff is that people are just basically making things up endlessly, some good and some bad, but there's a very low barrier to putting your own imagination into the game. All kinds of interesting material in there, and all you need is hit points and armor class and a couple other things and you're good to go, so the barrier to introduction of these things is low. (But again, it's hard to make it relevant except when you fight it, so there's something missing too.) Whereas later systems with their mechanical innovations (many genuine, don't get me wrong) pile this work higher and higher. I could never make supervillains for Champions now that I'm out of high school, for instance. So if your goal is to make it easy for one or more players to introduce new imaginative material into the game, prep-light, low-emulation mechanics (or focused high-emulation mechanics that let you leave out a lot of stuff you'd have to specify in other systems - try writing up your Trollbabe and running similar adventures for GURPS e.g.) are a big boon to the GM here.

2) In my nascent design the spell, location, and adversity decks, together with the Connections rules (which feed into the adversity deck in certain ways) which all players can introduce material to, are directly designed to let everyone introduce the world and adventure stuff that they want to deal with. There's not too much stuff on that up on my website yet, but the idea I had was that if you have a pool of elements that everyone contributes to within certain parameters, and those elements then get put into play in a regular way, that's a way for the setting to inform and be informed by play (the loop is important) that I hope will be a tool both for players (I get to decide what things I'm going to explore, we're going to that part of the map, I have a shot at that sword, etc.) and for GMs (gotta put together an adventure, here's the elements I make it out of) even in a relatively traditional playstyle.

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On 12/7/2005 at 11:05pm, Warren wrote:
RE: Re: [D&D] GM's Fun

I'll just chip in with my experience. I much prefer the position of GM to player. I think the reason is twofold; most of the games I have been a player in have not allowed much player-created-content (Vampire, D&D, etc.) and most of the games I run do (Dogs, PTA, etc.) but I don't know of anyone else who actually runs indie games. So I think some of it could be just getting to create stuff that's only permitted by the GM in traditional games could be some of it.

But also,  found I just like watching the town/episode unfold and acting as an audience to the player contributions gives me my fun. When they come up with a cool narration or struggle with a tough decision; that's what I find entertaining. I guess it's a similar response to watching a good TV or stage drama (which in itself is entertainment for a large proportion of the planet, and even then finding good drama is hard enough), but with the added bonus that you get additional social reinforcement - I get to say "cool" to thier contributions and the players ask me when I can run a game again, for example.

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On 12/7/2005 at 11:19pm, ffilz wrote:
RE: Re: [D&D] GM's Fun

Calithena, your point #1 really really resonates with me. What has absolutely killed my fun with D20 when characters start hitting about 10th level is the amount of effort it takes to write up creatures. Contrast this to Cold Iron (which I've been sharing details of on my blog) where a creature requires a small number of stats (more than AD&D 1e, though it's also easy to write up the creature at several levels so I think it balances out). Sure, mostly the creative image of the creature boils down to those numbers, but because the effort is small, it's fun. What compounds the unfunness for me in D20 is how quickly those creatures are killed, and how easy it is to forget to use one of their abilities.

Frank

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On 12/7/2005 at 11:55pm, Troy_Costisick wrote:
RE: Re: [D&D] GM's Fun

Heya,

Troy, I consider this to actually be a sort of big gaping hole in some (not all) current design. Chalk up Dogs as a big exception to the rule, of course. I will say two things about the setting and situation-generating system stuff, though:

1) In games with a traditional GM setup, less is actually more. D&D 3 broke me on this when I picked it up, which is why I sometimes say intemperate things about what's basically a pretty well-designed system for its design goals. I'll never have those hours back I put into choosing skills for some weird monster I dreamed up.


That's how I've been kinda feeling lately, especially as I get prepped to play D&D again for the first time in years.  After reading games like Sorcerer, Dogs, TROS, and now desiging my two games Cutthroat and Hierarchy, I realize that tons of emphasis is being put on player-control and player-fun.  All kinds of consistent mechanics have been developed over the years (yea, before I was even born) such as Chargen, Drama Pools, Character Advancement, Reward Cycles, Bangs, Kickers, etc. that are designed purely to enhance player-fun.  That's awesome!  But at the same time, I think that similar mechanisms to support GM-fun have been dwindling, not increasing.  Off the top of my head, and I'm looking forward to the posts that correct me on this, only Dogs in the Vineyard and Ember Twilight explicity state that world/town building (now to be called setting building) is a major feature of their games.

But that's only one aspect of making a game fun for a GM.  When you think about it, races, classes, feats, and what-have-you are really meant for the players, not the GMs.  I find it interesting that the role of the GM is being either marginalized or decentralized.  This is why I think that we're seeing more and more "cutting edge" games not have GMs.  (whoa, I know GM-less games have been around a long time, and that topic has come up a myriad of times here on the Forge before.  That's not what this thread is about).

Now, take the "duties" of GMing. Worldbuilding, NPC portrayal, play facilitation, leadership, etc. Of course, which a person has in an actual game group may vary according to how people see the GM's duties. But if you look at any one of these it's pretty easy to see where the fun is.


I agree Mike that those things can make GMing fun.  But what are the mechanics of games, specific games, that support that and emphasise that as heavily as what the players get to make the game fun for them ? 

So what I'd like to see in this thread is what in existing games people have played including but not limited to D&D or heck, even games over in Indie Design, are doing to enhance GM-fun.  How does a GM address Premise?  How does he Step on Up?  How does a game master emphasise Exploration?  Or does he do any of those things?

Peace,

-Troy

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On 12/8/2005 at 10:23am, Lamorak33 wrote:
RE: Re: [D&D] GM's Fun

Hi all

This thread is a red herring isn't it? GM fun is the elephant in the room isn't it? We never speak about it, but we all know its there yes? When did you last sit in a game and hear the GM grumble 'I don't get enough screen time' or I'd rather be playing 'x'? The GM gets all the fun the players get and more, however you like to say or define it. And of course, when it goes wrong then nobody suffers more than the GM.

What I would like to know is a suggestion to what you could possibly give a GM that he dosen't already get?

Regards
Rob

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On 12/8/2005 at 1:30pm, jasonm wrote:
RE: Re: [D&D] GM's Fun

Lamorak33 wrote:
What I would like to know is a suggestion to what you could possibly give a GM that he dosen't already get?


In a game like Dogs, that limits GM power, the GM doesn't get to be involved in decision-making.  As I mentioned earlier and in another recent thread, it's a curious and very interesting dichotomy - you cultivate a bunch of people in crisis, hopefully with passion and care, and then must stand mute as the players decide what to do with them.  So being able to share and express that emotional involvement in the moment is something the GM "doesn't get".  This isn't a bad thing, because it is what makes the game go, but it addresses your question.

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On 12/8/2005 at 3:13pm, contracycle wrote:
RE: Re: [D&D] GM's Fun

Also, even if you can indicate the source of the GM's pleasure, that doesn't necessarily mean its a good trade in terms of the effort required to get there.  With so much content creation relegated tonthe GM, it can be a bit more like having a second job than playing a game.  Having or expecting the GM to "sacrifce" for the game puts a lot of load on the social contract, I think.

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On 12/8/2005 at 3:33pm, Rob Carriere wrote:
RE: Re: [D&D] GM's Fun

And indeed, even if you know where the GM's fun lurks and it seems like the effort involved would be reasonable, that still doesn't help the poor guy do it well. That's where the system support comes in, to prevent the game from getting to the place where "when it goes wrong then nobody suffers more than the GM."

As an aside, I have heard GMs grumble about not getting to character-play; I've done so myself. So I suspect at least a part of the appearance of a red-herring is that Rob (Lamorak33) has hung out with different people than some of the others posting on this thread. So, Rob, that means that quite possibly you are seeing ways of GMs having fun that we aren't seeing or vice-versa. Could you describe the shape of this elephant in your room a little?

SR
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On 12/8/2005 at 3:41pm, CSBone wrote:
RE: Re: [D&D] GM's Fun

What I would like to know is a suggestion to what you could possibly give a GM that he dosen't already get?


Good concrete tools. Kudos for being a rocking GM are great, but a lot of the games I've run as a GM or played as a player bogged down because it is really hard to keep a Shaharazad tale running without being willing to invest a serious amount of time into the process.

Before I had a family, investing 8-12 hours a week to prep for a 4-6 hour a week game seemed no big deal. I loved the idea of designing a world and then showing it off. Now, I don't run because I don't have the time to do that level of prep. Now some would say a module has less prep but that has not really been my experience. Likewise campaign settings are fun but don’t really reduce the time either. Actually, the only thing I’ve ever seen that does is the wandering monster tables, which were taken to the illogical extreme in the Diablo supplements, but they are WAY too random for a campaign of any length.

So…a good set of tools, more freeform than a module, less freeform than a campaign setting, and less random than a wandering monster chart, with really  low prep time that would make that process easier would be great. Then, as GM, the job would be pure fun…like it is for a player.

C. S. Bone

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On 12/8/2005 at 6:57pm, Lamorak33 wrote:
RE: Re: [D&D] GM's Fun

Rob wrote:
And indeed, even if you know where the GM's fun lurks and it seems like the effort involved would be reasonable, that still doesn't help the poor guy do it well. That's where the system support comes in, to prevent the game from getting to the place where "when it goes wrong then nobody suffers more than the GM."

As an aside, I have heard GMs grumble about not getting to character-play; I've done so myself. So I suspect at least a part of the appearance of a red-herring is that Rob (Lamorak33) has hung out with different people than some of the others posting on this thread. So, Rob, that means that quite possibly you are seeing ways of GMs having fun that we aren't seeing or vice-versa. Could you describe the shape of this elephant in your room a little?

SR
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What does the GM in terms of fun? Well it depends on the system, as yes different games require different input from the GM. As always, 'System Does Matter'. I GM a Heroquest set in Glorantha so I will talk about what I get from that game.

For nearly 25 years it has been a source of fiction and setting that I have been fascinated with. The background is written in a way that you can (IMO) weave your players characters into the wider narrative - that flicks my creative switch. I've never been much good at original material, but using someone elses to spring off, great! I love making up interesting new characters that I get to play in each game. Each player gets to play 1 person, I play everyone else, meaning I can be a dragon, a troll, a spirit bear or a fish!! Sure I don't get character development, but thats a small price to pay.

I like to be involved a lot of the time, and actually being hard at it all evening responding in character is where I get my kicks. I am on the other side of the conflict, and I love challenging the players by playing versus them.

I have altered my GM style to a more narratavist style of play, and I'm enjoying seeing what players do with the things that I present them with where they have to make meaningfull decision's.

Hows that for starters?

Regards
Rob

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On 12/8/2005 at 7:19pm, Danny_K wrote:
RE: Re: [D&D] GM's Fun

One of my favorite experiences as a GM is throwing out NPC's and places and having them come to life and take on unexpected new meaning in actual play.  Maybe it's my Sim roots, but I find it deeply satisfying when I mention that there's a tower in the town square and the players soon stage a running fight up the tower or climb the tower in the middle of the night or whatever. 

I think this is a very functional kind of GM's fun, because it sets up a virtuous cycle between GM and players: GM throws out a setting element -> players engage it -> GM gets stoked and expands on the stuff the players liked. 

A different kind of Simmish fun is creating and playing NPC's.  I used to be like a lot of GM's, trying to stick closely to my original conception of the NPC's and playing them out over the player's resistance, if necessary.  Reading and playing Forge-baked games, especially Dogs in the Vineyard, has helped me get past that.  Now I get a crazy kind of enjoyment from seeing how the players take an almost instant like or dislike to my NPC's, and see all their subsequent actions in light of that.  I think this was going on all along, but it wasn't until Dogs that I really started paying attention to it. 

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On 12/8/2005 at 9:02pm, Adam Dray wrote:
RE: Re: [D&D] GM's Fun

I look at the "what fun does the GM have?" question sorta the way I look at the question, "Why have a GM in your game design?"

Obviously, if the GM's role is necessary for the game, there are some essential functions the GM serves to make the game rock. A good game design gives the GM some responsibility for making the game rock. Making the game rock = fun for everyone.

If the GM isn't having fun, one or more things have occurred:

• breakdown of social contract, typical stuff (GM contribution is moot)
• the GM responsibilities are not backed with sufficient GM authority to fulfill the role (GM contribution is made impotent)
• fulfilling the GM responsibilities is not really essential for a rocking game (GM's contribution is trivialized)
• fulfilling the GM responsibilities do not generally make the game rock (GM's contribution is futile)
• fulfilling the GM responsibilities is hard or boring (GM's contribution outweighs the payoff)
• GM and players have different creative agenda (GM's contribution is lost in an incoherent game)

For example, I have had players just not pay attention during my D&D games, or even go to sleep. This is a breakdown of social contract and I was annoyed. Game wasn't fun for me as a result, though the remaining players seemed to have a good time.

Another example: Creating scenarios for high level D&D 3E characters is a lot of work. I was running games in my own setting and trying to customize every month's game session to the players. I got sick of making high level encounters that took me hours to write when they'd be zipped through in a half hour at the table. The work was hard and the payoff seemed not worth it to me. The players had a blast.

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On 12/8/2005 at 9:53pm, ffilz wrote:
RE: Re: [D&D] GM's Fun


So what I'd like to see in this thread is what in existing games people have played including but not limited to D&D or heck, even games over in Indie Design, are doing to enhance GM-fun.  How does a GM address Premise?  How does he Step on Up?  How does a game master emphasise Exploration?  Or does he do any of those things?

The answer for my Rune Quest game was that I got to share all this neat Glorantha information with my players. We shared the dream. For my enjoyable Traveller campaign which was also sim, I created much of the background, but we had several enjoyable sessions where the players and I brainstormed about how things worked, so again, we shared the dream.

In my just finished D20 Arcana Evolved campaign, my fun came from presenting challenges. I also tend to run an NPC with the party which gives me some ability to step on up myself (that's always touch and go, and a balancing act to avoid the NPCs overshadowing the PCs - but it still lets me have a cool idea and execute on it once in a while).

In my current Cold Iron campaign, I'm also having fun creating challenges. I'm also enjoying the prep work (which I came to hate with D20 for the same reasons Adam mentions).

Frank

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On 12/8/2005 at 10:10pm, Wade Lahoda wrote:
RE: Re: [D&D] GM's Fun

Troy_Costisick wrote:
So what about GMs?  What mechanics in a game like D&D or say some other game like Sorcerer or Dogs in the Vineyard make the game more fun for the GM?  Players get Social Esteem, Adressing of Premise, or Exploration, so what does the GM get?


  I could answer those questions for a whole variety of games, and the answers would be different.  But I'm going to answer it for a campaign I'm currently running - D&D 3.5, Dragonlance.  As in running them through the original DL modules(Dragons of Despair, Dragons of Flame, etc), yeah, those ones, some of the most railroady adventure products to ever come out of TSR.  I'm doing conversion of stuff into 3.5 stats.

  The main thing I get, as others have expressed, is feedback and energy from the players.  Ie: they feed my ego.  "Man, that rocked!"  "Sweet, I can't wait to play again next week!"  Not just their praise for me, though...I, frankly, like to watch.  Like a fair number of geeks, I can be pretty introverted.  And when I'm GMing, I tell myself "The game is about the players, not me!" and thus often try to make myself invisible as much as possible at the gaming table.  Unless I'm needed, I want the players to forget I'm there.  Part of it is because I don't want to "skew" or "taint" what occurs between the players, and in character, with my presence.  Sound sim to you?  I enjoy sitting back and watching the players interact.

  It also helps that I get some variety in.  The game is, I guess, almost purposefully incoherent.  The game sort of occurs on three levels, and I get different satisfaction depending on what part of the game we're in at the moment:

A - Metaplot level.  These are the moments when big reveals happen, villians sit astride dragons and threaten the characters, mystic dreams guide them, goddesses speak to them, etc.  This is the rails that guide the Dragonlance train.  I enjoy saying "Look at this plot, is it not cool!", and I love it when the players respond "Yes, it is!  Let us rage!  Or cower!  Or weep!"  It helps that the players, I think, can tell when we're in metaplot scenes, and are cool with being along for the ride.  These scenes never last more than a few minutes though, which helps a lot, and a significant number of them include significant chances for the players to show of their characters and make choices - even though radically different choices A and B might both lead to the same result C.  I've vowed that if they express a desire to jump the rails and do something that'd pull them off track that I'd go off the track with them and try and forge a different metaplotty direction for them, but it frankly hasn't come up yet.  They like playing along.

B - Exploration level.  The metaplot phases of the game give them some goals, and then they spend time wandering around trying to figure out how to accomplish them.  Here is where the majority of my voyeuristic enjoyment comes from - I get to see what the players come up with, and get to watch them interact and debate in character.  This is where most of the roleplaying gets done as they alternate from "Lets explore this difficult landscape(dungeon, cavern, tower, forest, whatever) and figure out how to get what we want" to "Lets create scenes for sheer drama, showcasing the personal relationships between our characters".  This is also what the players get the biggest kick out of, and so where we spend the most time.

C - Tactical level.  Mostly, but not entirely combat.  This is where they have a definite tactical level goal(break through the enemy lines and reach the drawbridge, retrieve the object suspended in mid-air, hold off the enemy until reinforcements arrive).  We almost always break out the mini's and the battlemap - this almost provides a little ritual to say - exploration over, we're doing tactics now - you've got an objective, use your wits, guts, and resources to win the day.  Here my enjoyment isn't just voyeuristic - it's showing off the cool challenge I've crafted, and the crunchy satisfaction of having it react to the players.  Getting the adrenaline pumping, watching people sweat it - that's cool.  Getting to see what happens.  Usually once we hit tactical level, I lock in the situation behind the screen - for instance, I know how many draconians they are fighting, and that's how many they are fighting - if they players win handily, for instance, I don't have reinforcements come in, I just say "Good job, guys!  You managed to handle that very easily!"  If they're getting their asses handed to them, they know they have to think of a way to escape.  In short: No fudging once you hit this level.  All this and rolling dice and moving mini's too, which is pretty goddamn fun by itself, IMHO...  I've been thinking this is pretty Gamist, but after having written it up, I'm thinking maybe it's also Sim from some of how I've been describing it, just a different flavour?  I have no yet grokked the theory as well as hope. 

Plus, I guess there's a stage that I have but the players don't - D - Prep work.  I make little paper minis, convert stats to 3.5, etc.  For a 4 hour game, I'll generally do 2-3 hours prep work.  I enjoy it because I listen to music, my brain only half on, doing mindless little busy work that keeps me amused, but with a low engagement level that really helps to unstress me.  It's fun in and of itself, and I think it's a mistake to underestimate the fun level of prep for any GM who does enjoy running D&D 3.5, cause it'd better be fun for you or else you may be playing the wrong game.  I think I do game prep for the same reason my girlfriend enjoys knitting, overall - low intensity busy work to relax, with the bonus of having a byproduct you can share with others.

Anyway, that's my D&D example.  Figured I'd mention it, because, honestly, the DL modules are some of the stuff that I think gets the worst "unfun" tag in all of D&D play, and we're doing 3.5 on top of it.  Until recently I ran a lot more stuff like Vampire, In Nomine, Unknown Armies, and a Vampire LARP, but am really enjoying the break from that mode of play I'm getting with D&D.  Over 6 months now, and still having fun, which to be frank I didn't expect.  I didn't think I'd like running D&D...but there you go.

Hope that actually gave some insights on the question of "What does the GM get out of D&D" and wasn't just me rambling.  Identifying what the fun bits are is important, because it means you can focus on it, whatever CA pops up.  The rule of "Does anyone at the table find this bit interesting?  Nope?  Okay, we skip it." probably improves any game.

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On 12/8/2005 at 10:35pm, Mike Holmes wrote:
RE: Re: [D&D] GM's Fun

I would agree with a lot of what people are saying here. But I have one disagreement - GM's are not relagated to not addressing premise in narrativism. This is a misidentification. The notion is that since narrativism is allowing players to address premise that this means that the GM never can. This is simply untrue. It may be true for some systems (I haven't played DitV enough to know for sure), but for many that I have played it is not.

Often times the ability to address premise is asymetrical. For players it may be as the response to some sort of mechanics. And for the GM it may be in the "traditional" manner of simply creating plot.

Often you get to do narrativism as a GM in setting up a situation for other players, for instance. Playing the villains, for instance, you get to do much of the darker theme creation stuff - sometimes all of it. If I want to set up some dichotomy about how character A has to choose between the lives of two NPCs, I as GM first get to create the theme of "Just how bad can people be?" answering it with "Enough to threaten two people's lives!"

Note that, from a certain perspective, the "Illusionism" GM is playing at narrativism, and pretending that the other players are, too. Especially if he's being more IntCon-ish and making stuff up in play. These GMs are just not allowing the other players to play narrativism (and, hence, the overall agenda is sim). But you can get the same thrill as an Illusionism GM as you get as a narrativism player.

So this is a false dichotomy that all the power must always reside with the players for narrativism to occur. All the players at the table, including the GM can have a portion of the power. Consider a game in which the GM plays a PC, but still "protagonizes" the other characters (meaning allows their players their opportunities to create theme and plot). The only difference there is the asymetry, again, in that the GM provides his own adversity.

I think that may be what the GM may miss. Is somebody making up situation for him to respond to. Though, largely, narrativism players do this, in actuality. Not quite the same thing, but...

Generally I agree that what makes more fun for the GM is a lower "work to fun" ratio. Which can often mean distribution of some of the duties (which on a small scale can then become additional sources of fun for players).

Mike

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On 12/9/2005 at 12:51pm, Troy_Costisick wrote:
RE: Re: [D&D] GM's Fun

Heya,

Quotes from Everybody:

...I think that may be what the GM may miss. Is somebody making up situation for him to respond to.

Generally I agree that what makes more fun for the GM is a lower "work to fun" ratio...

...Obviously, if the GM's role is necessary for the game, there are some essential functions the GM serves to make the game rock. A good game design gives the GM some responsibility for making the game rock. Making the game rock = fun for everyone.

If the GM isn't having fun, one or more things have occurred:

breakdown of social contract, typical stuff (GM contribution is moot)
the GM responsibilities are not backed with sufficient GM authority to fulfill the role (GM contribution is made impotent)
fulfilling the GM responsibilities is not really essential for a rocking game (GM's contribution is trivialized)
fulfilling the GM responsibilities do not generally make the game rock (GM's contribution is futile)
fulfilling the GM responsibilities is hard or boring (GM's contribution outweighs the payoff)
GM and players have different creative agenda (GM's contribution is lost in an incoherent game)

For example, I have had players just not pay attention during my D&D games, or even go to sleep. This is a breakdown of social contract and I was annoyed. Game wasn't fun for me as a result, though the remaining players seemed to have a good time...

...Good concrete tools. Kudos for being a rocking GM are great, but a lot of the games I've run as a GM or played as a player bogged down because it is really hard to keep a Shaharazad tale running without being willing to invest a serious amount of time into the process....

...Before I had a family, investing 8-12 hours a week to prep for a 4-6 hour a week game seemed no big deal. I loved the idea of designing a world and then showing it off. Now, I don't run because I don't have the time to do that level of prep.

In a game like Dogs, that limits GM power, the GM doesn't get to be involved in decision-making.  As I mentioned earlier and in another recent thread, it's a curious and very interesting dichotomy - you cultivate a bunch of people in crisis, hopefully with passion and care, and then must stand mute as the players decide what to do with them.  So being able to share and express that emotional involvement in the moment is something the GM "doesn't get"....


-This is all great, and exactly what I was looking for.  The GM's fun comes from a lot of work, and he'd better love planning, scripting, creating people/places/things, drawing maps, etc. otherwise, he won't have much fun.  The thing is though, most games just tell the GM what types of things he needs to make, but then don't give him any tools to do so.  The GM needs tools. 

-Players have lots of tools.  We tend to call the resources or currency, but they are tools for telling their own stories.  Stuff like experience points, dice pools, plot points, character points, background options, feats, whatever else, these are tools for the player to create story, have fun, engage the game, exercise his creativity and so on.  The GM gets maybe a chapter (two if he's lucky) telling him things he probably already knows.  Where are his resource pools for creating NPCs and settings?  Typical games either assume or advice that NPCs must be made in the same or similar manner to the PCs.  Why?  Who wrote that in stone and made it law?  CRPGs don't follow that.  I played EverQuest for years and learned very early on that the orcs and goblins were made by very different rules than my character was.  Where are the instructions and resources for creating more engaging settings?  Dogs has it, but who else?  Imagine if while the players were participating in the Chargen process, the GM was participating in a Setting Generation process that was similar.  Think how he could manage a point system to create villains, allies, cities, towns, treasure troves, you name it!  How much easier on him would it be to create settings if he had tools and instructions to help him-  even if it's just creating a small setting within a larger one provided by the game text.  That would be so much fun!

-I think this is the next step of game design.  We've liberated the players from GM-centric, GM-driven campaigns. Now it's time to give the GMs tools and tips on how to enhance their own experience in the game and thereby provide an even greater experience for the players.  When the GM has fun, everybody has fun. 

Peace,

-Troy

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