Many
people have written about the types of players in tabletop
roleplaying games. This is obviously useful, as it allows a GM to
customize his game to engage each player at the table. But far fewer
people have discussed the types of game masters that run games.
Whether this is because there's only one GM for every three to six
players, or because it's less obviously useful to categorize GMs, I'm
not certain. What I am certain of is that it bears discussing.
Why
should you categorize GMs? There are several advantages. First, it
allows you to attract players who will appreciate the style of game
you run. Second, having a deeper understanding of the parts of GMing
you most enjoy can go a long way in keeping you from losing interest
in your game. Finally, it can guide the style of campaigns you run
towards something more appropriate to your interests.
So,
without further ado, I present the five types of GMs.
THE WORLDBUILDER
If
you sit down to create a general outline of your setting and several
hours later find yourself deep into Wikipedia articles about climate
and agriculture so that you can create an appropriate menu for a
tavern in a city on the other side of the continent, you might be a
Worldbuilder.
To
such a GM, creating a setting to share with your friends is the best
part of running games. Some strive for maximum verisimilitude, others
wish to create breathtaking vistas, still others want to make sure
there is always something over the next horizon for would-be
explorers to find.
This
style of GMing is best suited for running exploration-heavy
sandbox-style campaigns, ranging from the ever-popular “world tour”
style all the way down to a campaign set in a single living,
breathing city. As the GM focuses most of her attention on the
setting, it is often up to the players to make whatever plot they
can.
The
risk a Worldbuilder GM faces is that her campaign may seem
directionless. If she sets up several points of interest and places
equal emphasis on each, the players may not have any idea where to
begin. Many players become frustrated in this situation, and some
groups may even become mired in arguments over where they should go
next. The easiest way to mitigate this problem is to pick one part of
the setting and build a strong plot thread around it, so that an
uncertain group has an obvious starting point.
A
subcategory of the Worldbuilder GM is the Superfan. This is the type
of GM who knows a published setting inside and out, and wants to
share it with her friends so that they can be as excited about it as
she is. Though she is not creating her own setting, her interest is
still mostly focused on the setting; therefore, I classify such GMs
as Worldbuilders.
THE ADVERSARY
The
Adversary is the sort of GM who enjoys pitting himself against his
players in a battle of wits. It's not that he wants to win; he simply
wants his players to earn their victories. Any players who are not at
the top of their game will find themselves rolling up new characters.
To
such a GM, fully understanding the rules of the game is of the
highest importance. While some Adversary GMs revel in throwing
impossible challenges at the players and watching them fail, a good
Adversary knows how to build a fair – though challenging –
encounter. An Adversary's ultimate goal is to get his players to come
up with creative solutions, especially ones that he didn't even
consider.
This
style of GMing is best suited for running combat-heavy games,
including the dungeon crawl. The GM will often build the game around
a variety of traps and monsters, rewarding success with exp and
treasure, while failure brings character death or possibly capture.
An
Adversary GM must always keep in mind that he is not actually the
enemy of the players; after all, if the GM truly wants to win, it's
as simple as saying “rocks fall, everyone dies”. It is important
to remember that the player characters are the heroes of the story;
the GM should be rooting for their success, even while he does
everything in his power to make them work for it.
THE PLAYWRIGHT
A
Playwright GM loves to populate her world with memorable characters.
The players aren't likely to come across “a guard”, but “Gerard
Smoke, third son of the Earl of Rushwood”. Each character is given
a motivation, relationships... in general a life beyond the PCs'
interactions with them. Even when having to make up a character on
the fly, a Playwright tries to breathe some life into him.
In
a Playwright's game, the story is guided by the motivations of the
individuals or organizations living in the world. The villains have
plans and carry them out in the background, adapting to whatever
setbacks the player characters throw their way. Even relatively
unimportant characters have a story to tell.
This
style of GMing is best suited for games full of politics and
intrigue, games where multiple groups work against each other in a
series of shifting alliances. There may be no clear villain, as each
side's beliefs hold merit. The GM knows each character well enough
that the players can choose to side with any of them.
The
greatest risk a Playwright faces is that she will fall in love with
her characters. She may forget that the player characters are the
heroes of the story, and place too much importance on the NPCs. The
ultimate expression of this danger is the “GMPC”, a character who
joins the party and outshines every player character. It is simple
enough to avoid this: make sure to keep the player characters at the
center of the story.
THE STORYTELLER
The
Storyteller GM focuses on the plot of his game, viewing it as a
sequence of events leading up to a climactic conclusion. He often has
a rough idea of the ending in mind before he even begins the
campaign. The story could be a simple, relatively linear one or a
branching narrative full of choices; either way, the purpose of the
campaign is to tell a tale.
A
Storyteller GM sees it as his job to guide the emergent narrative of
the game. He manages things such as pace and theme and controls the
flow of information essential to the plot. When the players stray, he
adapts his narrative to follow them.
Obviously,
a Storyteller GM runs games with a strong focus on story. This
encompasses a wide variety, from the mystery campaign to epic
fantasy, from cosmic horror to comedy. The common thread is that a
Storyteller's campaigns tend to have a definite beginning, middle and
end.
The
risk a Storyteller faces is one of the most commonly discussed topics
in roleplaying: a Storyteller has to be careful not to run afoul of
railroading. Quite simply, the Storyteller GM has to always remember
that player choices should affect the path the story takes. If the
story progresses in the same way regardless of player input, it is
best told in a medium other than tabletop roleplaying.
THE CHOREOGRAPHER
Two
warriors cross blades atop the city's rooftops while lightning
flashes all around them. A wizard holds a growing ball of eldritch
flame above his head, staring down an entire army. The king stands
before his most trusted advisors when the illusion fades, revealing
him to be an impostor. These scenes are the highlight of the game for
a Choreographer.
A
Choreographer GM designs her game around a few choice scenes, with
every moment in between geared towards building suspense. Whether the
scene is a large set-piece encounter, a big reveal, or any other
awesome moment the GM can dream up, the motto is “go big or go
home”. The Choreographer is also the most likely to use props to
bring the game to life.
A
Choreographer has much in common with a Storyteller: both focus on
what
is happening, rather than who is doing it or where it's taking place.
However, a Choreographer is more likely to run an episodic game, with
each session being a self-contained story built around one big
moment, or with the campaign consisting of several miniature story
arcs loosely strung together.
Though,
as with the Storyteller, she is at risk of railroading, the style of
the Choreographer carries an additional risk. In an effort to make
the scene as awesome as possible, a Choreographer might
over-complicate things by adding too many details for the players to
keep track of. Such a GM should be mindful of the rule of three: no
more than three major details for any encounter, whether that be
groups of enemies, environmental hazards, a countdown, or whatever
else.
SO WHAT STYLE ARE YOU?
These
categories are not set in stone. Most people likely fit into two or
more categories. Indeed, it is a rare campaign that does not require
at least a little consideration of all five styles. Nonetheless, by
understanding what drives you to take up the mantle of GM, you can
hopefully learn to run games that are more enjoyable for you and your
players both.
After
all, somebody's got to do it.
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