Thursday, January 20, 2011

The three types of GMs

I see three types of GMs:

1.The Master This type of GM is in absolute unilateral control of the game. The players, by virtue of sitting down to play the game, are agreeing to the GM's control of the game. What the GM says is both law and reality of the game. Neither the players views nor the game rules matter, only what the GM says matters. The published game rules here are just a vague guideline to help the GM decide things. This type of game never has any type of 'power' problems. Should something happen, the Gm can simply say 'no' or 'this is what happens'. Should a player attempt to 'break' any rule, the GM can simply say that it does not happen.

2.The Buddy GM This type of GM is just one of the people playing the game. Everyone who sits down to play the game is equal. In this game, a player can pull out a book and say 'page 33 says this' and the GM will simply nod and say: "yup, that is what the page says''. This type of GM follows the rules as if they are required to play the game. Even to the point of typos, mistakes and just plain crazy stuff. In this game, should something happen to disrupt the game, the Gm just sits back and watches.

3.The Ego Fuel GM This type of GM is just there to make the players feel good. Even worse then the Buddy GM, this the Ego Fuel is just there to praise the players. This GM sits back while the players do whatever they want, and then they describe what happens in the game. Then the players just sit happily and let the GM tell them how great and cool their characters are in the game.



I've watched hundreds of games over the years, and GMs fall into these three types. Most GMs, if asked what type they are of the three would say 'none'. But if you watch them in the game, 'none' is type '2'. Type two is by far the most common type. The evidence of this easy to see. A good example is to simply look at any D&D boards. You will see post after post from GM's who have problems with their game, what to know how or why a rule works or post a 'fix' for broken things.

It's most striking to ask any Old School player(who has not been corrupted my modern gamers) about any of the GMs posts. The player will have the simple question: "Why does the GM not just say what is what?'' For example:You can easily find a ''Help My players are abusing Gate to get wishes'' post. The Old School gamer would just say ''that does not work''.


I'm a type 1 GM myself, and I never, ever, have any problems in my games. People agree to have fun together and play the game. It's much more fun to sit down and have a game where the GM is Master. Should a player even attempt to do anything to upset or disrupt the game, the GM can simply say it does not happen.

So for example, if in my game, a player said ''my character casts the spell gate and calls a Epic Elemental''; I simply say ''the gate fails to form'' and we just keep on playing and having fun.


It's important to be clear, the master is not a tyrant. The Master GM is not there to somehow make the players slaves to their wishes and go off on a power trip. It's just about control and fun for everyone.


The event that inspired this post happened last weekend. I watched a group of gamers playing 3E Oriental Adventures. In the first printing of that book, the ninja-to has a critical threat range of 19-29, an obvious typo. Yet I watched the GM look this up in the book and say 'Ok, then any hit of 19 to 29 is a critical threat for a ninja-to'. As you might have guessed, the players then scrambled to get and use ninja-tos. And this poor Gm just sat there as time after time when a player would roll a 22, 23, or 24 and do crit damage time after time after time. We wondered why he did not simply say 'that does not work, the crit range is 19-20'.

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