Tuesday, April 9, 2024

Parceling out the GM's Hats

There are TTRPG games with a traditional GM, and there are GM-less games. Is there any useful space in between? 

I previously wrote about games in which the GM role switches mid-session. As I said at the time, I think that mid-session-switching games will only appeal to a narrow band of experienced players. If your entire group is made up of GMs who have past experience running games, sure, no problem. But that’s not most groups.

I started thinking about this some more after some conversations with several players who had strong creative instincts, but were reluctant to run their own games. I generally believe that most people are too hesitant to try running a game. They believe it’s a unique skill that they don’t possess. I usually advise them that it’s much easier than they realize, and they should at least run a one-shot to try it out. And I still believe that.

But after those conversations, I also realized that the reasons players don’t want to run games are more nuanced than just hesitation. Some potential GMs love worldbuilding, but hate rules. Some are interested in tactical and crunchy mechanics, but don’t like portraying NPCs. Some are happy to act as a master of ceremonies, but don’t want to serve as a judge. 

Some of these preferences are things these people should interrogate to see just how deeply they are rooted. But some of them are just hard stops, and keep people from running games, if they aren’t comfortable wearing each of the hats on the GM’s many-armed hat rack.

So could we divide GM duties into different roles?

A couple caveats before I proceed. I have not (yet) tested this idea in a game, so it could shatter on impact with actual players. I’m also sure that some game has done this before; I just don’t know which game it is. I’m not suggesting that this is a completely new idea.


An AI-generated image of a hat rack with too many hats


The Architect. This is the part of the GM job concerned with creating stuff during prep. It might be worldbuilding or dungeon maps or even creating monsters. Players who love laboring over intricate backstories and lore are well-suited to this role.

The Actor. This role characterizes NPCs. Players who enjoy roleplay itself will gravitate toward this role.

The Adjudicator. This is the judge, the GM who interprets the dice and the action of the world. Players who know the rules front to back often enjoy this role.

The Antagonist. The antagonist is simply a player who controls monsters and other hostile creatures. Their resources are limited to what the Architect has placed in the current milieu; but they can otherwise devote their tactical energy to providing a challenge for the players. A player who loves combat – or just coming up with complex plans and ambushes – can handle this role.

This is a simplified model; we could make a longer list if we needed to. And most games won’t need or want four different GMs. But two people could wear two hats each; for example, a creative type who enjoys serving as architect and actor, while leaving the crunchy stuff to a second GM who acts as adjudicator and antagonist. And these roles can’t cover everything the GM is required to do; the GMs would need to navigate places where their roles leave gaps, or overlap. But I believe it would be an interesting experiment.

No comments:

Post a Comment

Gear-Based Leveling and the Allure of Extrinsic Rewards

A thought-provoking post on the Kill It With Fire! blog presents a method for leveling up spells through frequent use. I like this idea acr...