QUOTE (MaxMahem @ Oct 24 2008, 12:35 AM)

For the 4 reasons I mentioned in my orginal post. The GM is an impartial voice because he is not a player, and has no stake in the game. Because he has no stake, he can be impartial in settling player disputes. Because it is his duty to provide challanges for the players and make decisions that ensure the game remains fun and challenging. And because it is his duty to set the setting which means he brings a lot more to the table and should have the power to make the rulings necessary to sustain the setting.
First, Max, if I seemed offensive in my first reply post, I apologize for that. That wasn't my intent. But reading back over it, it sounded "hot" even to me. So, let me start by backtracking that. Ok, now to the ideas presented.
Within the individual session I absolutely agree with the above. Outside of it I’ve never seen that attitude do anything but ultimately, at one point or another, cause hard feelings and dissension.
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I think the basic problem with these assumptions is that it seems to assume that the players are united in their desires in what they want from the game.
No, it doesn’t. It does absolutely NOT depend on the above. It actually assumes the opposite. It assumes that people, whether they are Players or GMs, will always have their own agendas. And the Players are no more likely to coincide with one another than they are with the GM.
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But far from a 'daddy knows best' attitude, this is simply part of the argreement the players enter into when playing a game for their mutual enjoyment.
When conflicts arise though that are between the Players, not their characters, and the GM tries to use game effects to mediate, he is CAUSING an escalation within that conflict. Instead, the Players, if they are adults who are treated like adults and act like adults, work out between themselves the solution and do not need GM input AT ALL, to settle things.
When the GM ham hands his way into the conflict he imbalances it further than it was and provides a fulcrum from which to upset the whole system. Two Players conflicting personality wise with one another need a third input about like fire and oil need a container to exist in together. (ie: explosion time)
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The GM unquestionably brings a lot more to the table then the players. In Shadowrun when a player want to know what lies inside Fuchi's super-secret research facility, they don't discuss it amongst themselves, they ask the GM. It's his job to make these sorts of decisions, which is what many players want. Creating the setting is without question a more demanding task then simply reacting to it. I myself put several hours a week into designing the setting, a commitment not expect of any of the players.
Expect that commitment? No. Do I get it though. In spades. I average three to four hours a week in prep for sessions. My Players have, on average, spent about an hour person, per session, in prep time. Some spend none at all, some spend as much or even more than I do. Why? Because they know that I’ll use parts of their notes, bits here, pieces there, mixed around, not what was submitted, but it will get in there. My job is a piece of cake because I support the Players, empower them, and in return get MASSIVE support on a level that I have NEVER heard another GM equal and few, none of which run “benevolent dictatorship� style games, even come close to matching.
I see so often GMs talking about running out of ideas. I always have to remind myself it is because it is only they who come up with the ideas in the first place.
I ran a Forgotten Realms campaign that spanned more than a decade of real time, more than 1100 sessions (averaging four to six hours) and that spanned four plus generations in game, over a century of in game time. At the end of this run I had notes enough for three to five times as many sessions as had been run to that point, probably half of it almost directly running from submitted scenario ideas and backdrops. Literally thousands, I’ll say that word again, thousands, of detailed NPCs involved with fifteen towns and villages and two small cities so detailed that I could tell you the backgrounds of some of the families living in services villages and give you THEIR genealogies.
All of this from letting the Players have their heads and making them know that I valued THEIR creative abilities.
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The same is true in organised sports. Players agree to surrender athority to a refere or judge because he can be relied upon to be impartial. Because he can be relied upon to fairly settle their disputes. And because a game with a fair judge is more challenging and entertaining then one with out. They don't look at the Ref (who is also virtually God in the game) as an adversary, but as any ally in their enjoyment of sport. The relationship is similar in RPGs.
No. First, RPGs are NOT organized sports. They are not COMPETITIONS. If they are, they are missing half (or more) of the point of RPGs in the first place. The relationship in sports games is not only not similar; it is the absolute polar opposite of the one in RPGs. It couldn’t be much more different. The only real similarity is that the word referee can be used in both contexts.
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Put another way, asking someone to be the create a game for you and be the judge also implies that you will follow his rules. It's as simple as that.
But GMs do NOT create the game. They adjudicate the rules in session and present their side of the situations (they do so more often than the Player, except in one to one games), but only really for THAT reason, if they are doing their job correctly. They have to interact more as there is only one of them and usually several Players.
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I agree with this. In a perfect world arbiters wouldn't be necessary. We wouldn't need refs in football, and players could be called upon to make the correct decision even when it goes against their interest. In practice this is not the case. How about this for a soundbite:
"Because the players are imperfect, a GM is necessary."
Does this mean the GM is perfect? Far from it! But because of our imperfections we have come up with various systems of government to deal with this. In sports its a ref. In Shadowrun this system of government is embodied in the GM. Maybe you can find a better way. But for many many groups a so called 'dictatorial' GM works best.
It doesn’t work, EXCEPT as arbiter of the rules IN SESSION. And YOU hit on why, because the GM is no more (or less) imperfect than the Player is, over all.
I would argue that it has never been necessary in any of the several thousands of games I’ve seen over the years, run by myself, or any of the other people I’ve known. This is not to say that dictatorial games weren’t MORE common, simply that they were NEVER, to my perceptions, a necessary evil.
Isshia