There has been some online complaints made by dungeon masters who feel that they had already played their best game. This thought is one that I do not find acceptable; in fact, by entertaining thoughts like that we are allowing ourselves to become complacent. If this happens, than it is probably time to sit on the other side of the screen for a while. The DM has many many functions, and it is his duty to never stop working on improving his ability to become better; true mastery, I feel, is unattainable. If we lose the ability to critique our work, we cannot grow. We must be critical of ourselves, but what is it exactly that we actually do? According to the games co-creator, Gary Gygax, he identified seven principal functions which we are responsiblefor; while it is very easy to become good at each, a true level of mastery is not actually possible, we can always improve our skills.
BECOME A MOVING FORCE
This skill does not mean that you railroad the players: that
is simply providing the function, but it is a very weak attempt at doing so. To
become a proper mover one has to plant seeds as one goes. This does not mean
that you go out and buy the latest and greatest module and force your players
to sit through it. There are many layers of storytelling that we are seeding,
small ones as well as large ones. Most of this can be provided by identifying
plausible and unexpected consequences. As soon as the game starts, and the
players are making decisions there are consequences for these decisions, some
good, and some not so good. We must also seek to become unpredictable, we offer
many options as the game flows and the players chose which options that they
want to pursue, this alone probably removes most modules from play. Your
players will also be unpredictable, but if they get stuck than it is our job to
move them before this even happens. We have to be aware of what seeds we are
planting, and what unresolved plots are doing; if the players chose to ignore
something today, it could spiral out of control and we have to let it do this.
We still want the players in control of their own destinies,
however they still need us to guide them. If we offer no options then we are
offering too many options. Decisions must be made, but in order for the players
to make decisions they must be offered questions. This isn’t as easy as it
sounds, we don’t want to lead the party, but we also want to keep everybody
engaged. The party moves as one, but they should also move as individuals as
well, meaning that some of the seeds that we are planting are for specific
players, they are the stars of the show, they are calling the shots.
If you had spent three weeks designing a mine, and the
players decide to not go into this mine, we’ve got to figure out a way to
either encourage them to enter through encounters, else put it away and save it
for later. Under no circumstances should they be trusting you. A good rule of
thumb for me is that if you feel that you are being railroaded into something,
then you’d best get off the tracks because you are being manipulated. Becoming
a proper moving force takes years of practice, you don’t want to get caughtdoing it, but you don’t want to leave your players unaware of what there is to
do. They must feel that they are agents of free will, because they are, but
there is a balance to doing it well that is not static in any way. Finding
quiet and different ways to nudge the party along when they need it is a subtle
skill, and one can always do it with more creativity and tact than we’d done
previously. We must never allow something to become passé.
CREATOR
Even if we use a published setting, we are still responsible
for creating everything in this world. We do so because of necessity, but we
are also exploring creativity. This is
more than just imagination; we must also be organized to properly catalog our
world when it is required. This is a non-stop learning process, just because we
have a map and a brief synopsis of what an area is like does not mean that we
are ready to play there. We create on paper, as well as create at the table
while playing the game; this goes back to adventure seeds and becoming a moving
force. We must be inspired to create, and allow ourselves to enjoy doing it.
Not only do we create basic necessities, we can always go just a little bit
further, add just a little bit more detail. Create thoughtfully and with intent
to move things along.
DESIGNER
Paying someone to design stuff for you is boring. While it
is fine to steal and twist established ideas, if one does nothing but use the
designs of others, what is it that you are really accomplishing here? Designing
and Creating are linked together, but they aren’t the same thing. We create an
orcish war party, but we must design how this war party will try and attack. We
create a dungeon, but first we must design it.
I don’t care who you are, you aren’t an expert designer,
things can always be tighter, we want everything different, there are also many
play styles to try, and they all haven’t been invented yet. It is okay to open
every game out with a goblin war, as long as you can design it to flow and
function differently each time. Becoming repetitive and complacent go hand in
hand, if an encounter falls apart, you’ve got to identify why and how you can
design it better next time. Even if the design worked perfectly, it will never
be repeated, no matter what, this is a major part of our job.
ARBITER
We must be aware of our rules; our chosen system represents
the physics of our realm. Some people feel that they get bored of a system;
this typically means that they are not focusing on the other principle
functions. The rules are there to make our lives easier, and they allow us to
do things consistently, that is all. One need not be an expert of the rules,
but they do have to be aware of them. We depend upon our rules to help us
design. We create new rules to either improve our base system or to speed up
play. It doesn’t matter what this system is, you must master it and once you’ve
got a system mastered do not switch systems. Have we ever got a system mastered?
Probably not, and it would be a waste of time to try and memorize every chart
and rule in it. Mastery, in this sense, is knowing your way around the books,
being able to find something fast, or better yet, before play. The rules are
tools which you can depend upon. They help us design by filling in all of the
gaps so we can work on other elements of the design.
OVERSEER
We supervise and manage people. Managing people is a skill,
even if these people get along, which hopefully they do, we must keep them
productive. We pit players against each other, but we must also help them to
resolve that issue. A role-playing session that goes on for too long leaves
everybody not involved in it out in the cold, we’ve got to keep everybody
engaged, and this is a dance that we are always learning and tinkering with. We
make sure that the quiet people have a voice; that those who are following must
lead; that those who have become complacent players in their own right must be
challenged. DM’s are interactive with a group of people and we can’t forget
this. If the players fail to accomplish their goals, this may be because of
some fault of our own.
Many problems which happen at the table usually can be
traced right to this source. A player who is a bully in an extreme situation,
must be dealt with, but somebody who just gets excited, and tends to talk over everybody
else probably isn’t doing it on purpose. Usually when a problem is happening it
isn’t identified right away, not until it becomes an issue; thus, learning how
to catch this stuff before it blows up is something that is learned over time
though experience.
The Dungeon Master is the boss, and while it is our job to
make the character’s lives miserable, the players depend upon us to be a good
manager, to provide a safe and productive environment in which everybody can
imagine and create and make something meaningful together.
DIRECTOR

Knowing when to break out the miniatures so that everybody
is on the same page, but knowing when not to as well; knowing when to separate
the party and when to keep them together, there are many tricks and formulas
that you’ve got to use, and you are never going to master this, but if it isn’t
there in any shape or form then everybody is going to get bored.
REFEREE
While a high degree of passion is required to be a Dungeon
Master, we must also allow the dice to function. We have to blend rules with design.
We have to make difficult calls, and we have to stick to plans. We have to bend
rules, yet abide by them. We’ve got to have faith is our system to allow it to
have its influence upon the game. If the
dice decide to up and kill everybody because of miserable rolls, we have to
say, “Well, that wasn’t very much fun. Let’s try that again, shall we?” However if somebody takes a risk, you also have
to allow them to fail. We must be impartial, yet passionate. We must design but
not become a slave to them. We are allowed to say “No.” But we are allowed to
say yes too.
We must be fair, not just to the players, but to ourselves
as well. If the monsters win, then they’ve won. If somebody at the table does
nothing but make called shots, then you as the DM should be doing it as well.
We must be able to interpret rules, and apply them as accurately as we can. We
must invent rules on the fly to keep a pace going, but we must stop the game
sometimes as well, just to refresh everybody on how a situation will be judged
so that everybody is on the same page. Being a referee takes experience, and
quick thinking. It involves making a decision and sticking to it. It involves
being unpopular sometimes, keeping the players honest, allowing a system to
function and knowing when it isn’t.
All of this stuff is required to be a decent Dungeon Master,
if any of these functions are out of sync or ignored, your game will suffer for
it every time. This is a hobby, and DMing is a craft. Anybody can DM, but when
there is a craftsman at the table, then everybody knows it. My best game is not
behind me, it is always the next one. You can’t be afraid to fail, but you’ve
also got to pay attention when you do. If you just shrug and say oh well,
instead of figuring out how to solve the problem in the future, or if you pass
the buck and try to blame it on others, or even a system, you are doing a huge
disservice to your players, yourself, and your game. The game is easy to play,
but it will take a life-time to master. The day that I think that I have mastered
it is the day that I quit playing, thankfully there are always new vistas to
explore, new worlds to create, new ideas to be expanded. To this day I have no
idea of what lies around the next bend, and feel compelled to keep walking just
to find out what it is.
Interesting blog! Happy to have just found it. BE well,
ReplyDelete--Ron--