Hey gang. As I’m frantically cleaning, packing, and gathering equipment for PAX East, I had a thought for an article. On that, please pardon the tardiness and slight brevity of the article; it’s getting crazy here down east before we head north. Regardless, I wanted to talk about a common misconception when it comes to running an RPG. And I say all of these words, keeping in mind that I’ve never really had this problem with any DM/GM/Storyteller.
However, I do believe that this problem does exist and even persists in a lot of gaming circles. Everyone will often turn toward a power gamer as the problem in a campaign. In other words, issues and problems in the campaign frequently are blamed on the players. I’ll admit it: even I’ve had these inclinations. However, this is not always the case; in fact, a troublesome DM can even be worse, as it is a fundamental issue from which all other issues can stem. And all these problems come from one place: thinking that the campaign belongs to the DM. It doesn’t. It’s not the DM’s game. After all is said and done, the game belongs to the players; the DM is there to facilitate this.
I’m here to make this fun for you. And destroy you. Twice.
You are both the coach and the opponent of and to a certain team. Therefore, you better make damn sure that you’re simultaneously pushing and challenging the party of adventurers. It is their game to either succeed in or fail at, so set those possibilities for them. The second you as a DM/GM/Storyteller/Webweaver/Etc. (this list will just keep getting longer and longer) decide that the game belongs to you, you abandon the players to some sort of deified whimsy.
And.
I understand the temptation. It’s there; you’re in a power position, sitting behind that sweet Underdark screen with the Illithids, Flame Titan, Drow, and Beholders on the front. You create the monsters and NPCs that the players have to fight and interact with — these and more alluring facets of the game generate a potentially controlling scenario between you and the players. And I find that there are two main reasons why this happens. Let’s discuss:
1) Your story takes over: You revel in your knowledge of all things Tolkien, K. Dick, Salvatore, and Gaiman. Therefore, you weave together a pretty epic tale that rivals some of your favorite authors… in your mind. However, you become so enthralled and wrapped up in your story that you neglect your players and forsake them for the purposes of that novel you’re going to write. You know. The one with the compelling protagonist. The one with the lessons learned for the better. The one… you know. Yeah, no, you deserve a break. This then makes it your game and takes away all the possible power from the players.
2) You follow the rules like a draconian taskmaster: Sometimes this kind of DM (or player, for that matter) is irreverently referred to as a “Rules Nazi” — and they are just about as much fun to play with or for as a Third Reich officer. If there’s ever a rules dispute, JUST MAKE A DECISION and then be consistent with it. And if that dispute doesn’t fly well, then leave it up to chance. “But how do I do that?” you ask. Gee, if only there were some element of RPGs that dealt with chance and odds… crap! Oh if only… OH WAIT: DICE. Just roll it out, bee-yotch and move on. Whatever you do, don’t let the rules bog you down or take over. Because then it doesn’t even become your game, and it definitely isn’t the players’ game any more. It becomes the core mechanics’ game who sit at night patting themselves on the back for a sweet system.
I’m going to think even more on this but I was wondering what all of you thought out there in pixelated land — leave a comment or two and let me know. In t-minus 42 hours, I’ll be hitting the road with Rett and Justin. Get ready for updates, pics, movies, and interviews galore, folks. And get ready, Boston; it’s gonna get ridonkulous.
The post It's your game: This Particular DM's Manifesto first appeared on Pixelated Geek.