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WHOSE SIDE ARE YOU ON, ANYWAY? What makes Gamesmasters act the way they do? Jonathan
Hicks would like to know, but he can't be bothered to get involved with
all that psychological rubbish. Let's have a look at some of the more common
styles of refereeing instead. It’s much more fun. Gamesmasters.
The very words are enough to strike the fear of the gods into the heart of
even the hardiest role-player. Why? Well, why do you think? The GM is the one
person with the power to allow your well-cultivated character to live- or
die. It's
ultimate power. It's the ability to spend a few hours with total control over
your group of friends. Nothing compares to the feeling of having all the PC's
by the genitals. But that's
not entirely true, is it? Other than being a dining table god, the GM also
has a major responsibility to the players. The GM has to supply an evening's
play that the players will enjoy, and if the job is done well they come back
for more. But that doesn't stop a few GM's from abusing their power every now
and then. So what do you look out for? What are the traits that make the
power hungry megalomaniacs stick out? If you're
new to role-playing, then you may find the next few examples interesting. It
may give you an idea of who to avoid. If you’re not so new to it all, then
there may be a few descriptions you recognise... The SMARMY GIT GM GM: Right,
you've broken into the warehouse, and as far as you can tell the alarms
haven't gone off. PLAYER 1:
I'll sneak to the crates in the corner. PLAYER 2:
I'll cover him. GM: As you
sneak across, you hit a tripwire and a laser hits you in the back, doing 3D6
points of damage... (The ref. rolls three dice secretly behind his screen.
As the numbers come up, a slow smile spreads across his face and he slowly
looks up at the player. His eyes are twinkling.) Boy, that's gonna hurt.
That's gonna hurt real bad. PLAYER 1:
How much damage did I take? GM: (Shaking
his head and pursing his lips.) Oooh, painful. PLAYER 1: (Getting
exasperated.) How much damage have I taken?!? GM: Oh, do I
pity you... etc. Oh, it makes
you mad. Fair enough, The player may have made a mistake or an error in
judgement, but there is no reason to lay it on so thick. The Smarmy Git GM will almost sneer at the player as the misfortune
piles up, or they'll make the odd comment, such as 'I wouldn't have done
that'. Well, of course you wouldn't have done that, you wrote the bloody
scenario! Needless to say, this kind of GM doesn't hang on to players long.
It's fair enough the villains of the game laughing in the PC's face when
something goes wrong, but when you get the impression that the GM is getting
some sort of sardonic pleasure out of your misfortune... well, would you stay
in his games? The BLAND GM GM: You walk
out of the starport. PLAYER 1:
What do I see? GM: The
street. Some people. A couple of aliens. PLAYER 1:
Anything else? GM: Yeah,
some speeders. PLAYER 1:
Any Robo-hacks? GM: Not that
you can see. PLAYER 2:
Any chance of a little enthusiasm, ref.? (The GM
shrugs.) You kind of
get the impression that they don't really want to be there. The Bland GM
talks in monosyllables, doesn't inject enough energy or description in his GM'ing. In short, they're boring. How can you get that
sense of being somewhere when every location is as dull as the last? Games
don't last long if the player's imaginations aren't sparked enough for them
to visualise their surroundings, or get a sense of individuality from the
NPC's. The name of the game is entertainment, after all. The OVER-THE-TOP GM GM: The mist
swirls around your ankles as you approach the dark building. The trees loom
over oppressively, the branches clawing at the sky. As the building comes
into view, you see that the metal walls are gnarled, twisting like some
architect's nightmare, the sides forming and reforming, as the glass roof
appears to oscillate with dark and bright colours. The windows are warped,
casting bent reflections across the glade. The mist appears to be pouring
from the single exhaust pipe the building possesses, flowing from it like
something alive, covering everything around with moisture from it's damp touch. The ground underfoot... etc. (The
players rap their fingers on the table and look at their watches.) On the other
side of the coin there's the Over-The-Top GM. In an almost direct contrast to
the Bland ref., the OTT GM can go off on a descriptive tangent about a
location, a character, and an object. Although it's good that whatever the
PC's are looking at is well described, there is such a thing as overdoing it,
and the OTT GM is probably doing the game more to show off his narrative
skills than to actually get anywhere. Well designed and described places only
work when your players are able to interact with them without having ten
pages of prose jammed down their throats every few minutes. The COMPETITIVE GM GM: You turn
the corner and you see four guards lounging around the door to the hangar,
but they have their blasters out. What are you going to do? PLAYER 1:
I'll throw my grenade and hit the deck. PLAYER 2:
I'll take cover in a door alcove and open up on the first one. GM: Right.
Initiative rolls... good. They get the drop on you. They're very good shots.
They fire... two hit you, the other one hits you... PLAYER 1:
Hang on, I thought you said they were lounging.
Don't we get surprise? GM: No,
they're professionals, and you'd better make a strength roll. PLAYER 2:
Shit. It's not a
game; it's a competition to see if the players can beat the scenario he's
designed for them. At least, that's the way the Competitive GM sees it.
Role-playing is not a form of entertainment, it's a set of rules designed to
pit players against a GM's creations. If the players don't complete the goal
set out for them, they've lost. Hmm. Now, I'm sure I've read somewhere that
there are no winners or losers in a role-playing game, and that the whole
group is there for an evening's entertainment and to participate in a game
where everyone can have fun. From what I can gather, the GM is supposed to
supply stimulating stories for the players to get their teeth into. Oh,
that's where I've read it. It's included in every role-playing game ever
written. The RULES LAWYER GM GM: So, what
was it you wanted to do again? PLAYER 2: I
want to ignite my lightsabre whilst grabbing the syntherope
and leaping off the building. If I've judged the length of the rope right, I
should swing in through the window and right on top Baron DeGungey. GM: So you
want to draw your lightsabre (flips through pages of rulebook and looks up
penalties for drawing a weapon), leap off the building with the rope (looks
up difficulty ratings for using a rope in the rulebook companion volume),
aim for the window (flips through pages of another supplement for the
strength of glass against a swinging human body), and land on Baron DeGungey (consults the book for stats and then quickly
noses through the grappling rules in the rulebook). Right, roll for your
leap. PLAYER 2: (Looking
at her watch) Actually, I've got to go now. Nothing is
more frustrating than waiting for a ruling from the GM whilst he ploughs through
tomes of rules to locate the adjustments for your roll, or to try and find a
rule that covers your action. The rules of a particular game should be
treated as guidelines because trying to find a reference to every player
action takes up too much time. It's also impossible to allow for every idea a
player has, but does that stop the Rules Lawyer GM? Oh, no. He'll spend the
time looking for that particular rule that decides on the outcome. Even if
the rule isn't included in the book, there are several supplements to choose
from, no doubt. And even then, the rules will have to be interpreted from an
amalgamation of several different rules if the rule isn't there... see what I
mean? This is the exact way to stunt a game. GM's should be able to make rulings
on the spot, not ruin the pace of a game with their noses in books. The EGO-TRIP GM GM: The door
to the starship swings open. PLAYER 1:
What do we see? GM: The
figure that strides confidently down the ramp is dressed in dark armour,
giving an evil look. The gun slung over one shoulder is huge and powerful.
Yeah, this one looks as though he can handle a fight. Mean and moody, with a
touch of danger, that's what you can sense. PLAYER 2: I
don't suppose this is your old PC from last year's campaign, is it, GM? GM: Errr... Let's skip
this one quick, because it is one of the most annoying. The ego-trip GM will
bring a powerful NPC into the game, maybe even his old character from an old
campaign, and will run it as one of the group, saving the day and rolling high.
And why? Well, this GM gets a sense of pleasure from showing up the party
with a character that fits all his ideas of a good PC. You have to ask the
question- whose pleasure is the game being played for? The FAVOURITISM GM GM: The
hatchway looks unlocked, and you know for a fact that the computer centre is
down there. PLAYER 1:
I'll make my down through the hatch. PLAYER 2:
I'll draw my blaster and get my glowrod out. GM: (Ignoring
player 1) You pull your gun and descend through the hatch. PLAYER 1: I thought
I was going first. PLAYER 2:
I'll check the floor for booby traps and sensors with my infrared cybereyes. PLAYER 1:
I'll head over to the computer bank. GM: There
doesn't seem to be any traps or alarm systems, but your eyes do detect a heat
trace in the corner. PLAYER 1:
Hello, GM? What about me? This kind of
GM is not too common and good job too. The Favouritism GM will pretty much
give most attention to the player whose character he likes the most, or to
the character whose player he gets on with better. Players have gone to a lot
of trouble to turn up for a few hours of gaming, so can you imagine their
frustration at being dealt with for a few seconds every few minutes? The
ignored players are the ones that don't return to a game because they don't
like the thought of sitting around while other players hog the game. I mean,
it's alright for the GM, he'll constantly have a
hand in the game. It's not much fun watching others have a better time. See any you
recognise? See any you would avoid at all costs? Do you see any you can
relate to as a GM? The examples are nothing but surface observations. It
would be way too difficult to postulate on why the GM does certain things in
certain ways to certain characters or players. Not only would it relate to how
the GM's mind works, but it would also have links to the relationship between
GM and player. Once again, the diversity of the role-playing hobby has bred
different views on how a game should be run, but all games should have a
common factor- the fact that it should be entertaining to both players and
GM's to further the enjoyment of participation and the growth of a healthy
campaign. Fair enough, the examples may make you point your finger at your
ref. and shout, 'That's you, that is!' Just think about the similarities
between the script and paragraph and your own games for a moment. Do you
think what the GM is doing will ruin the game? Will it stunt the growth of
the campaign? If the worst comes to the worst, will it cause animosity
between friends? Maybe, as a player, you are used to that kind of GM'ing, and may actually enjoy the way the games
are being run. The examples
can be used for three things- as a reference for new players, so they can
think about what kind of ref. they want to game with, or avoid. For
experienced players, so they can be aware of problems in their game. And most
of all the GM, who can look at the example and question himself...
am I like that? What will happen to my sessions if I don't correct the
problem? It's also a
bit of a laugh, so players can point the finger at the GM and say,
'that's you, that is!' |