The Hive Custodian
2nd of January, 2007, 17:59
In the traditional RPG, one GM runs a game for a number of players, who each control a character. Some alternatives and variations on this theme have already been discussed: multiple GMs and games without PCs. Here I want to consider another alternative: games without GMs in the traditional sense.
Why have a GM?
Now there are some very good reasons why the player-GM model has been so successful. The GM is essentially a central authority who makes the final decisions. While the GM has an obligation to provide an enjoyable game for the players, in the end absolute power lies with the GM.
Some advantages of this model:
World-building is more coherent, since there is only the GM putting together the different parts of the world.
Decisions are fairly quick and never deadlocked, as the final decision rests with the GM alone.
A GM provides a (ideally) safe repository for the players to keep secrets with. In other words, the GM can keep a secret (thus establishing that the secret is actually valid rather than something the player made up on the spot when it is revealed) without revealing it to the other players.
It's the standard model, and everyone knows it.
Of course, we wouldn't be having this discussion if I didn't think there were some disadvantages to this model:
A disproportionate amount of work is placed on the GM's shoulders. Each player must only manage a single character--the GM must manage every NPC, build the world, and come up with the overall plot.
By the same token, a disproportionate amount of power is vested in the GM. The players may feel they do not have enough control over the direction of the story.
Granted, a skilled GM can enhance these advantages and mitigate these disadvantages.
If not a GM, what then?
However, I still think it's worth looking for a way to run a game without a traditional GM role; in other words, a game in which the players collectively make decisions without any central authority, by consensus or some other system. But how to try to hold on to some of the advantages?
World-Building: While world-building is important, this one may be less of an issue because the bulk of world-building occurs before the game starts, where there is time to resolve disputes and work closely with one another. Furthermore, it is likely that fewer people will be interested in world-building than influencing game decisions.
Secrets: To be frank, I've never been a huge fan of secrets in RPGs. The payoff of a secret is at the moment of revelation, and I would argue that the payoff is often not that great, especially considering that many games here don't stay alive long enough for any revelations to happen. However, it is unavoidable as far as I can tell that secrets will be a casualty of moving so far away from the standard model. For one, this will certainly make serious PvP action unfeasible.
Decision-Making: This one, in my view, is the most pressing question. We want something that is both fast and fair, while spreading the power out as evenly as possible.
The obvious concept is this: when a decision is to be made, everyone puts in their opinion of what should happen and tries to come to an agreement. But there is an equally obvious problem: the whole group isn't going to agree all of the time. Now you could sweat it out and discuss things until you get unanimous agreement. However, I'm not sure this will work for all groups.
Perhaps another possiblity lies between the extremes of the all-powerful GM and not having a GM at all. While arguments can drag on for a long time without one person agreeing with another, it seems that people are more able to recognize when deadlock has been reached. As such, one person could be designated as a tiebreaker, who would make decisions in the case of a deadlock. The tiebreaker doesn't necessarily have to be the person who did the bulk of the world-building; they just have to be someone everyone trusts. If abuse is feared, the tiebreaker's opinion could be discounted except in the case of deadlocks.
Alternately, some sort of voting system could be implemented for the case of deadlocks.
Has anybody tried any of these or other schemes apart from the GM-player model? Do you think these would work at all? Any other suggestions?
Why have a GM?
Now there are some very good reasons why the player-GM model has been so successful. The GM is essentially a central authority who makes the final decisions. While the GM has an obligation to provide an enjoyable game for the players, in the end absolute power lies with the GM.
Some advantages of this model:
World-building is more coherent, since there is only the GM putting together the different parts of the world.
Decisions are fairly quick and never deadlocked, as the final decision rests with the GM alone.
A GM provides a (ideally) safe repository for the players to keep secrets with. In other words, the GM can keep a secret (thus establishing that the secret is actually valid rather than something the player made up on the spot when it is revealed) without revealing it to the other players.
It's the standard model, and everyone knows it.
Of course, we wouldn't be having this discussion if I didn't think there were some disadvantages to this model:
A disproportionate amount of work is placed on the GM's shoulders. Each player must only manage a single character--the GM must manage every NPC, build the world, and come up with the overall plot.
By the same token, a disproportionate amount of power is vested in the GM. The players may feel they do not have enough control over the direction of the story.
Granted, a skilled GM can enhance these advantages and mitigate these disadvantages.
If not a GM, what then?
However, I still think it's worth looking for a way to run a game without a traditional GM role; in other words, a game in which the players collectively make decisions without any central authority, by consensus or some other system. But how to try to hold on to some of the advantages?
World-Building: While world-building is important, this one may be less of an issue because the bulk of world-building occurs before the game starts, where there is time to resolve disputes and work closely with one another. Furthermore, it is likely that fewer people will be interested in world-building than influencing game decisions.
Secrets: To be frank, I've never been a huge fan of secrets in RPGs. The payoff of a secret is at the moment of revelation, and I would argue that the payoff is often not that great, especially considering that many games here don't stay alive long enough for any revelations to happen. However, it is unavoidable as far as I can tell that secrets will be a casualty of moving so far away from the standard model. For one, this will certainly make serious PvP action unfeasible.
Decision-Making: This one, in my view, is the most pressing question. We want something that is both fast and fair, while spreading the power out as evenly as possible.
The obvious concept is this: when a decision is to be made, everyone puts in their opinion of what should happen and tries to come to an agreement. But there is an equally obvious problem: the whole group isn't going to agree all of the time. Now you could sweat it out and discuss things until you get unanimous agreement. However, I'm not sure this will work for all groups.
Perhaps another possiblity lies between the extremes of the all-powerful GM and not having a GM at all. While arguments can drag on for a long time without one person agreeing with another, it seems that people are more able to recognize when deadlock has been reached. As such, one person could be designated as a tiebreaker, who would make decisions in the case of a deadlock. The tiebreaker doesn't necessarily have to be the person who did the bulk of the world-building; they just have to be someone everyone trusts. If abuse is feared, the tiebreaker's opinion could be discounted except in the case of deadlocks.
Alternately, some sort of voting system could be implemented for the case of deadlocks.
Has anybody tried any of these or other schemes apart from the GM-player model? Do you think these would work at all? Any other suggestions?