It is a dirty little secret among the role-playing game community, but there are very few people who actually want to be a gamemaster.
Or least who want to be a GM exclusively.
I think that is because the role of the gamemaster is misunderstood.
Let’s take a look at what the role of the gamemaster is and how we can learn master this craft.
And of course run fun games for our friends and family.
Why is running a tabletop RPG a big deal?
The gamemaster is usually made out to be such a huge deal.
Tons of pressure is put on that person to create an entire world from the cow in the field, to the random hunters on a hillside, to the raven flying on the wing, to the pretty barmaid, to the elf prince, to the surly innkeeper.
Now, some GMs like this because it gives them a mystique. They get to be the cool kid for once. Only so-so can run the game he’s so special.
I’m not making fun of anyone. I totally did this. I milked the power the gamemaster for all it’s worth a number of times.
Players on the other hand hide behind that idea of mystique. It takes so much creativity and work they could never GM. Only those special people who can channel the spirit of Tolkien or Heinlein can run a game.
However, as we’re going to see you do not have to put that much pressure on yourself.
A person should be able to pick up a game book and run a session on a moment’s notice. Just like a player could play a role-playing game on a moment’s notice if they have a character.
There’s really no reason to make GMing into a massively huge production. It is really unnecessary. If you keep things simple you can still run amazing RPG sessions.
The Gamemaster is just another player.
Ah, the old lie…
Now, for all of my insistence that you can GM on a moment’s notice, the gamemaster is not just another player in the game.
Don’t get me wrong, they should be, but in reality, they are not.
This is proved to me every time I hear someone say, “I want to play more before I GM.”
Oh, isn’t that sweet?
If I would have waited to “play more” before I ran a session I have a feeling I would have only been able to play a few times in my entire life.
Some of us never get a chance to “play” our favorite games, we are always the GM. I have a played some games for years as only the GM and never as a player.
Do you want to play more? Well, GMing is playing, so why don’t you do that?
It’s because the GM is not a player, they are something else.
I know a number of people who would play a role-playing game any day of the week, but they would never GM. Why?
No one treats GMing like they are just another player at the table. Here are several reasons people may not want to GM:
- Players are afraid to GM because it looks like a huge investment.
- GM’s make it a huge production by taking hours to prepare.
- Players are afraid of making mistakes or doing a poor job.
- Players are afraid of conflict that may arise while being a referee.
These reasons are simply excuses and can be dealt with. We all have to start somewhere, so why not give it a try?
Relax.
The first step is to relax and don’t put a ton of pressure on yourself. Yes, you do have to answer a lot of questions and you do have to make a lot of decisions when you are the gamemaster.
However, you do not need to get overwhelmed. Take a deep breath and know you’re here to have fun.
I mean, we’re playing a game after all.
Referee.
The main focus of a gamemaster should be as a referee between the players, the game system rules, and the NPCs as well as monsters.
If you are hanging out with a bunch of friends and someone says, “Hey, let’s play D&D.”
No one should be afraid to GM and no session prep is necessary.
Style.
Everyone plays differently.
It is important to know everyone gamemasters differently. Every RPG group plays a tabletop role-playing game in a little bit different manner than another group.
This is perfectly fine and acceptable.
So you may find some of my advice doesn’t fit your style, that’s cool. You may find some of my advice very helpful, that’s really cool.
It all depends on your style and how you run games and what your group likes.
What gamemasters are not.
It is important to understand what gamemasters are not and as well as what they are.
Gamemasters are not tyrants:
GMs do not get to lord their authority as a referee over the players. There should be no crazed “my way or the highway” moments during sessions.
There should be no “well, that’s not the story I want to tell” moments either.
As stated, the gamemaster is the referee and arbiter of the rules as well as the player who controls all of the NPC characters and monsters during the game.
Gamemasters are not the players’ servant:
The flip side of the tyrant GM is the GM who allows the players to run over them.
As a GM if you make a decision on the rules of the game players should be allowed to appeal, but you are the referee. There comes a point went discussion ends and your call stands.
Gamemasters are not supposed to be miserable:
Gamemasters are not the long-suffering souls who begrudging run a game so their friends can have tons of fun while they read rulebooks, spend tons of money, and take abuse from players with large (toxic) personalities.
GMs should be having as much fun as the players. If you are not enjoying a game, let your players know.
Gamemasters are not mythic figures that bestride the game table like a colossus:
Frankly, there is nothing special about being a gamemaster. Anyone can be a gamemaster and everyone who enjoys playing role-playing games should try their hand at it.
Gamemasters are not rules experts:
Gamemasters do not need to memorize every rule. Knowing the rules is helpful, but it is not necessary.
GM Confession: I’ve run RPG game systems that I didn’t read the rules for before the session started. It’s a little crazy, but it’s completely doable. I don’t believe my players ever figured out that I didn’t know the rules and we all had fun.
Gamemasters are not permanent GMs:
There is only one reason why a person should be a GM only and that is by their FREE choice. Even if people prefer GMing to
For many years, I was the “forever GM” and while I enjoy GMing, it can get old. It can also be frustrating.
Case in point, I was 11 years old when I got FASA’s Star Trek RPG. Now, I love Star Trek, both The Original Series and The Next Generation. I love running Star Trek games.
However, I always wanted to be the captain of the Enterprise (who doesn’t?).
As I said I got the game when I was 11 and besides one or two abbreviated sessions, the first time I got to play without being the GM was when I was 36 years old.
Now, I had a number of friends who loved playing Star Trek, but they would never GM.
Gamemasters are not the sole world builder:
It is often true the GM plants the seed for a campaign or session. However, it is not necessary that the GM creates everything.
Players are a valuable resource when looking a GM needs to take some work off of their plate.
Going No Prep.
After evaluating my failures as a gamemaster as well as trying to understand the true role of a gamemaster I came to the conclusion but I would no longer prep for a session.
I looked back at all the times I ran games and asked myself, when did I run the best session? When did my players have the best time? When did I have the most fun?
While asking myself these questions I kept coming up with one thing in common. It wasn’t the system. It wasn’t certain players or my mood (though those can be difference makers).
Every session that I did my best GMing and everyone, including myself, had the most fun were the sessions I didn’t prepare.
I made a conscious decision to go completely no prep or with as little preparation as possible for whatever I was attempting to do.
This can be scary at first.
However, I don’t think the original intent of tabletop role-playing games was to have the gamemaster spend 20 to 40 hours pairing for a session that lasts 2 to 4 hours.
It just doesn’t make any sense and is truly impractical once a person has a family, a job, and other responsibilities.
D&D, Pathfinder, and etc.
To be clear I’m talking about no prep GMing for games like D&D and Pathfinder.
I can’t tell you how many times I’ve seen a post on Reddit say something like this, “Hey guys, I’ve been running D&D, but the GM prep is killing me. What system can I run that doesn’t require GM prep?”
When I respond that D&D can be run with no prep, I am treated to a legion of downvotes and I’m left reading comments saying D&D and Pathfinder are terrible.
There is no reason why these specific RPG games systems need more session prep than other systems like Dungeon World or Fate Core.
Coming Up.
In the next article, I’m going to lay out tips as well as the mindset you need to be able to go fully no prep and still GM excellent sessions.
I’ve only been playing for 3 years now, first Pathfinder and now 5e. I played as a player for a grand total of 4 months before I started GMing, and I haven’t looked back. The moment I truly started enjoying GMing though, is when I went no-prep. As a disabled person, I just don’t have the energy to spend prepping elaborate scenes, so now I just wing it every time, and my players and I have a blast. Your article is spot on!
Key to “no prep” is a skill that not all GM-wannabes have innately (though it can, and should be developed for increased GM fun). IMPROVISATIONAL CREATIVITY. Whereas the “much prep time” GM can be quite creative, they have the double-edged sword of time to get things the way they want them with great thought, and the dreaded “too much time needed to prep”. Just saying “don’t prepare” (especially for the new GM) can be a path to disaster, or worse yet, one that convinces the neophyte never to try GM’ing again!
For me, quick-thinking creativity has always been a massive struggle. When a friend of mine and I used to play D&D 30 years ago(!) and he was always the DM, it never ceased to amaze me how he could just come up with stuff off the cuff, seemingly effortlessly and endlessly. He literally just made it up as he went, and it was great. Once, and only once, do I remember him actually coming up with something like a 10-level dungeon, for which he’d actually made notes and done a complete set of maps.
I, on the other hand, think and think, developing ideas for years, never completing them because I’m always stuck for ideas or ways to finish, etc. I literally have notebooks filled with multiple campaign/adventure notes, none of which have ever been played or completed. I am never finished.