Game Masters Are More Important Than the Game System

Game Master Philosophy

Welcome to Game Master Philosophy where I rant about big ideas behind tabletop roleplaying games. If you are down for a bit of naval gazing and introspection and of course repetitive repetition, that will hopefully reveal something new and exciting that we forgot about earlier… you are in the right place.

Thesis: the one running the game has just as much, if not more, influence over the game than the game system they are running.

A terrible Game Master (GM) can make the best system a nightmare, and a good GM can make the worst system playable. But why should they have to? Tabletop roleplaying games (TTRPGs) should be designed to make the GMs job as easy as possible, but that is easier said than done. What exactly does the GM need to run an entertaining game?

Consistent simple mechanics.

GMs are making rulings all of the time. How hard is it to detect the trap? Did the players notice the elf in the corner trying to eavesdrop? Are there five or five hundred goblins? GMs make decisions about how the game is going to be run, which monsters show up, how strong they will be, how difficult tasks will be for the players, what loot is available, and many many more small, but significant decisions. It can be overwhelming, especially for new GMs. Mechanics that have dozens of exceptions and require the GM to constantly reference the rules stalls games. The GM should not have to stop every few seconds to look up a rule. And it is the rules, not the GM that determine when the GM should have to reference a rule. Consistent rules make for easy consistent rulings. If every time anyone ever heals it is always with the same dice then the GM never needs to look that up after the first few times. On the other hand if healing is always different and requires a massive table that must be referenced, then gameplay slows. Simple, consistent, digestible mechanics make the game run smoother.

Modules with built in reference.

Ideally modules will list pertinent rules that might easily be forgotten or misremembered. Placing reminders so they can be referenced at a glance makes playing easy and lowers the cognitive load of the already overburdened GM. The GM has to track different aspects of the game all of the time. Reducing the cognitive load and time it takes to reference important information makes the game run smoother.

Even with the best game, the GM will determine the tone and countless characteristics about the game as they make rulings. If you are designing games, your goal should be to make the reference materials easy to digest and readily at hand. If you are running games, your goal should be to gain an intrinsic understanding of the rules so that you can make consistent rulings at the table. It really does not matter what is ruled so long as it is consistent. Chaotic worlds that change every moment where healing can restore 1d4 health today and 1d100 tomorrow make it frustrating and difficult as a player. Players need consistent mechanics so they can interact with the gameworld in a logical meaningful way. Having said that, if you are a player, try to understand that the GMs have a lot on their plate and sometimes they make mistakes. Give grace to their mistakes, it is just a game after all.

How can GMs make the game better?

There are countless ways that the GM can improve a game system and hone their skills. This blog will have different reference materials to help you GM with a focus on fantasy roleplaying games. If you like my ideas maybe you will like my roleplaying game Along the Leyline.

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