Cleric Cabin

Who Tells the Story in a tabletop RPG? The GM?

Our hobby is an oral tradition of collaborative storytelling, using a systematized set of rules collectively agreed upon by multiple stakeholders in the process. The big three are The Designer, The GM, and The Player; each of these are vital to the game as a whole though they have very different ways of contributing to the Story of the Tabletop RPG as a whole. None of these are superior or more necessary than the others, and there are ways to play without each.

The Game Master as a role evolved primarily from the Referee in the realm of historical wargames, and is a cornerstone to Dungeons and Dragons as well as the majority of tabletop RPGs produced since its release. Historically the Game Master (GM) has filled several roles for the game: adversary, deity, referee, facilitator, among others. In many groups I've seen the GM is also responsible for maintaining the structure of the group as a whole, and has final say when big changes to the group occur.

Here are 3 ways the Game Master contributes to and can exert control over the tabletop RPG:

The GM designs the Adventure

I believe the Adventure on which the Player Characters go is on some level an expression of the mindset, perception, and reaction of the Game Master. Even if the GM is rolling on random tables to populate a previously vacant dungeon (or other space), that information is still computed and adjusted for their specific table at that specific time before the GM includes it in their storytelling. As such, the GM holds the majority of the 5 W questions (Who? What? When? Where? Why?) involving the setting of the tabletop RPG session.

The GM interprets the Rules

Many people in the tabletop RPG hobby espouse the belief that "Rulings over Rules" is the superior way to play, and "The Rule of Cool" should be used at every table, but both those philosophies share a simple truth: the GM is the ultimate arbiter of what rules in that rulebook ultimately get applied to the story at the table. The rulings decided on by a Game Master color the vibe and atmosphere of the game as a whole, even as the GM is running the game.

The GM controls the Spotlight

When a Player Character can act, and for how long they can act is sometimes mechanically provided through mechanics like an initiative order or a budget of actions, but in many cases, it's up to the Game Master when and how often a player is given space to contribute to a specific scene or situation. Every now and then a tabletop RPG horror story enters the zeitgeist regarding a GM who was embittered by their players deciding to split their party or a single Player Character running from the rest of the group, and asking for advice for how to handle the situation. Almost like clockwork, there's always someone in the replies suggesting for the GM to continue the action with the larger group, ignoring the solo character until the last socially acceptable moment to do so.

This advice belies another truth of our hobby: traditionally GMs have power over where the focus of the narration is from moment to moment, and through this can influence and on some level control when each person contributes to the narrative.

Conclusion: The GM

When I originally envisioned this idea for a blog series, the GM was the first one who came to my mind of someone who controls the story of a tabletop RPG. In large part, I think this is due to a sort of eternal struggle I find myself having.

Inside of me there are 2 wolves: 1 wolf believes the GM holds authority of the game at the table, and should be feared and respected (not necessarily in that order). The other wolf is here for a good time, not a long time, and fully supports chaos at the table by encouraging players to throw the line of action to each other throughout the game, even going as far to call for scene changes.

Which is Right? Which is Wrong? I think our Hobby is big enough for both.