Of all the players that are taking part in a game, the
gamemaster (GM for short) is probably the most important. While the other players are actually playing the game, it is the GM’s job to run it and to make it fun for the other players, which, depending on the group, can be a Herculean effort. With the privilege of being the most important player comes the responsibility of making the game actually work.
The GM has several jobs to attend to during the game. First, the GM must act as the game’s referee, which involves coming up with the goals for the game, setting DCs for encounter, and the unhappy job of telling a player that their character of many years has just bit the dust. Second, the GM must act as the game’s judge, which involves settling disputes and answering questions about the adventure at hand. Third, the GM must act as a storyteller, as it is through the GM that the characters learn about their surroundings and can size up the current situation. Finally, a GM must portray the role of any non-player characters, creatures, computers, or anything else the characters will interact with throughout the course of the game.
The following section talks about the jobs of the GM a little more in depth. Beginning GMs would do well to go through each section carefully, so that they may learn a little about what they’re in for and what to avoid when they are the one conducting the adventure.
Referee And Judge¶
Judge and referee are probably the hardest jobs that a gamemaster has to perform. These particular jobs charge the gamemaster with the responsibility of being as impartial as possible, while at the same time satisfying the character's sense of adventure. It can be quite a little juggling act.
No question ever asked of the GM should ever be responded with the words “Because I am the Gamemaster”. That will flush an adventure down the toilet faster than anything else. For one, the player asking the question has not received a rational, logical answer to their question and becomes frustrated. Second, it encourages what is known as
meta-game thinking. Meta-game thinking is what occurs when a player decides on an action based upon the way the gamemaster is running the game, rather than making the decision based upon what their character would probably do. The players should not think this way, as this makes it seem more like they are simply playing a game than actually being on an adventure, and that is not true role-playing. One way to avoid meta-game thinking is for the GM to have as many answers to any potential questions as they can think of before the adventure begins (
see the section on slicing, Chapter 11.1.1). Another is to surprise your players on occasion by doing something to their characters that they wouldn’t suspect. Creating a situation where there is no solution (and making the solution seem simple) is one way of doing this (though care must be taken not to this too often; players tend to get irritated very quickly if they don't catch a break every now and again).
When a situation arises that calls for the GM to act as a judge, there are several places the GM can turn to. First, they can look for rules that apply to the situation in this wikibook. Most situations that can arise during the course of a game can be found here in the core rules. If that fails, a GM can discuss the situation with the players and, with their help, can formulate a
house rule that the group can use for situations that arise. If nothing else works, the GM can always use their best friend, the rule of favorable conditions. If the conditions are in favor of the players, add 10 to the result of their roll. If they are unfavorable, subtract 10 instead. If conditions are neither favorable nor unfavorable, add nothing.
Gamemasters should try to be reasonable whenever a matter of decision-making is debated by one of the players. If the player's argument sounds reasonable, then a gamemaster should be gracious enough to re-consider their stance and re-evaluate their decision. If their argument has a hole, point it out to them and give them an opportunity to re-consider their end. They should have ample opportunity to try to fix up their argument before it's dealt with. It is only through intelligent communication that any solution will be arrived at. If they just continue to ramble on with no coherent argument, then the decision stands. If they get angry about it and don’t want to play any more, let them quit. The group shouldn’t have to suffer because of one crybaby player (it’s likely that a player like that shouldn’t be playing the game in the first place and they won't be missed after they're gone).
The job of the referee really comes in handy whenever an argument breaks out between two of the characters. The job requires that the referee decides who is in violation of the rules and what happens because of it. But the GM should be very careful about how they go about handling this, as players can have their feelings hurt and, in severe cases, arguments over the game can break apart friendships. It's always helpful to get an agreement between the other players before deciding on a ruling. Secret ballot is an excellent way to solve these types or problems, as no one person can blame no one other person for their fate in these matters (and anyone who doesn’t respect the group’s opinion probably shouldn’t be playing in the first place).
Storyteller
All adventures are really stories. True, they are dynamic stories with an uncertain outcome, but that is part of what makes the game so much fun. Part of the GM’s job is to present a story and to guide the players through that story. Being a good storyteller is critical to successful role-playing and in turn how everyone enjoys the game. The amount of fun that the other players will have in an adventure will be directly proportional to how well the GM presented the story. If a GM is new or is a poor storyteller, then the full effect of the story may not be conveyed to the players.
The best way for a gamemaster to tell a story is for them to place themselves in the story as an omniscient narrator, or simply to think how they personally would react to the situation at hand. In this mind set, it is easier for a GM to describe to the characters what they are seeing, and can help them get a feel for the situation at hand. At the same time, however, the GM should remember that the game is supposed to be an exciting adventure, with either plenty of action or plenty of interaction (preferably both). Either way, the GM should be able to think up intense scenes and situations that will guide the player's characters through their story.
Being the storyteller should be the most entertaining of the gamemaster’s jobs, for the GM as well as for the players. After all, there can be a lot of satisfaction in spending time to prepare an adventure, getting ready for the adventure, and then going through that adventure. If a story is told well, the players may want a sequel, to see a notable NPC in later adventures, or (perhaps best of all) will talk about the adventure well after it is completed.
Non-Player Characters and Other Sources of Interaction¶
As part of the storytelling functions of a GM’s job, the GM will have to emulate computers, non-player characters, creatures, and other things that the characters will have to interact with. This means that the GM will be required, on occasion, to perform some mild to serious acting. A GM should attempt to emulate whatever it is that needs to be emulated using the same mannerisms, quirks, dispositions, or whatever aspect needs to be emulated as nearly as they possibly can. If they are attempting to portray a computer, they should attempt to sound as that computer sounds. If they are portraying a villain, they should attempt to sound like that villain, and to make gestures like that villain. Above all, it is important for the GM to stay in part. If the NPC is evil, they shouldn’t be afraid to make the villain truly evil, or at least evil-sounding. They shouldn’t be afraid to make the noises of a particularly fierce creature. The worst that can happen is that the player group gets a good laugh out of the GM’s attempt at acting, but even then, they get a sense of what is going on in the game.
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