Monday, June 30, 2008

Lily's thoughts on gaming: roles in role-playing

What is the role of a good DM in a good role-playing game? Conversely, what is the role of the players?

I think that it is the role of all participants to facilitate fun--at least, that’s the short answer. The DM provides the game-board, the PCs provide the pieces, and together they all create the guidelines and storylines. Another short answer.

A player in a gaming group that I participated in used to often refer to the DM simply as “god.” And while there is, I concede, some truth to the notion--they did create (or perhaps choose) the world afterall, the inclusion of chance (in the form of dice) strips the DM of a lot of their god-like power. Or at least it should. For those poor gamers who’ve played in a game that was largely the manifestation of the DM’s megalomania, you have my deepest sympathies.

Ah… but what about the DM’s power to flub the rolls, dictate the DC? Sure, that is an awesome power to an extent. But a good DM puts a higher priority on fairness than on arbitrary difficulty for the sake of difficulty. When a DM always wins--what’s the point of playing?

In a good gaming group, all participants should come together to create the experience. If, as a DM, you’re letting your need to control the entire plot/game/experience, you’re missing out on a lot of the fun. For new DMs, this may be a difficult concept to wrap your head around. Granted, it is a hell of a lot easier to know with full certainty where the PCs are going to go, who’s going to attack, and who’s going to survive. But for the poor players experiencing this sort of box-canyon/choo-choo game, it’s an exercise in futility. They could’ve just picked up the DM’s book of the adventure and read it cover to cover. Just as your players might sweat bullets when it looks as though they’re in a tough situation, and just as exciting as it is for them--a good DM might sweat bullets, too, when the party concludes that they’re not going to take your bait and instead are planning to head in another direction, but it’s still damned exciting. Plus, your players get the sense that they really do exist in a world--and not just a story.

But what of the brass tacks and housekeeping?

While most gaming groups simply accept that the decisions related to rules and the like are within the authority of the DM, I believe that the DM, in this case, is more akin to the role of a project director. Ultimately, they are the final authority. But they should still allow the players to make proposals, and DMs should look for consensus whenever possible. Again--this helps to foster a sense of involvement in the entire process for all the participants. Players should not feel as though they are simply at the whim of the “guy runnin’ the thing,” they should participate, and not just spectate.

A warning, however, players: the DM is the final authority. (I hear that sigh of relief from my ardent DM gamers.) No one, player or DM alike, should stall a game for the sake of dithering about rules. Save such arguments for non-game time. If the DM puts his/her foot down for the sake of keeping the game afloat, please respect it. A good DM will only do so for the purposes of keeping the game going for all players--arguing over grappling rules/DC checks/trip attacks is a speed bump on the road to fun.

A deeper look at player’s role to be posted at another time. I have to get ready to join my gaming group!

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