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Gamehackery: Why Do You DM?

I stole the idea for this article shamelessly from this post about writing by Brunonia Barry: Why Do You Write? Think about those moments just after your friends leave your house after a game session. For me, it's a matter of trying to shake off that good, emotionally tired feeling long enough to clean up a little, feed the dogs and cats, and even pay a little attention to my wife, who I've...

I stole the idea for this article shamelessly from this post about writing by Brunonia Barry: Why Do You Write?


Think about those moments just after your friends leave your house after a game session. For me, it's a matter of trying to shake off that good, emotionally tired feeling long enough to clean up a little, feed the dogs and cats, and even pay a little attention to my wife, who I've ignored for the sake of an afternoon of gaming.

I'm usually relieved when the session ends. I'm not naturally an extroverted person, and taking center stage for 4-6 hours can be tiring. We have a great group, and almost always have a great time -- even when the game itself is a little wobbly (we're play testing). And I'm totally comfortable with our group -- we're very old friends at this point. But I'm still tired, wrung out. And everyone in the house needs something from me, so I have to push on.

And this is what I do for fun? This is how I rest up for another week of work?
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The Pool Table Question

I've got other hobbies and pastimes. One of them is pool (billiards). I play in a little local league one night a week, and my game is gradually improving from terrible to meh. When I'm there on league nights, I'm focused on my game, on watching other players as they plan their shots, and put good energy into getting better at pool.

In a few weeks, a good friend is moving out of state, and she has a pool table in her basement that she needs to unload. I'd love to take it off her hands, but the problem is space. I've got a pretty sweet gaming setup these days, and to make room for a pool table in the house I'd have to take that down.

So, there's the dilemma. Snap up the offered pool table, or preserve my gaming setup.

Our group manages to play a depressing 1-2 times a month lately - we used to be more regular, but RL has been a real cranky SOB lately. I could use the pool table every day -- and when game days come around either play somewhere else or find a way to play on top of the pool table.

I thought about it a long time. We used to play at a friend's house, sitting around a 4'x8' sheet of plywood on top of a pool table. It was a little too high to sit at, the pool table made it hard to get your legs under it, and so on. Far from ideal. But it worked.

But, in the end, a more important factor occurred to me. I focus on my pool game while I'm in the pool hall, but when I walk out the door, and start the drive home, my head drops right back into thinking about my campaigns.

I'm always thinking about my campaigns. When I have down time, what I'd rather be doing is gaming. If gaming isn't on the table, and Pool is, I'll play pool. Or go to a movie. Or read a book. Or walk the dogs. But as soon as my brain can go back to zero, it's going to fall right back into thinking about my games.


Discover Your Bliss

So, I like playing and running games. But what is it about the game that I like so much -- especially given that I find the sessions tiring?

We've all heard that old Joseph Campbell saw a few too many times, but I think it's important as a DM to think about the things about your game that provide you that satisfaction.

Which part of the DMing experience is the most satisfying for you?
  • Telling a Story
  • Getting a sincere reaction out of your players (laughter, horror, triumph)
  • Mastering the Tactical Challenge
  • Building complex set-piece encounters
  • Roleplaying many different characters
  • Improvising something awesome
  • Pure Rat Bastardy
  • ….or something else?



Your Game Master's Statement

In her article about writing, Barry recommends an exercise she picked up at a recent conference -- creating a guiding statement.

at some point, burned out or just beginning, we should ask ourselves these questions and give the answers due consideration. Why do we do the work we do? Why write?

I think the same careful consideration can be a good moment of self-discovery for each DM or GM. Why do you run your games?

I would hope that it's more than just "I was the one who owned the books" or "No one else in our group wanted to". DMing is simply too much work if you are not taking it on to earn some sort of sense of satisfaction.

Personally…. like most of us, I'm not just one type, but a mix of many. I enjoy the tactical combat game, I enjoy creating set-piece encounters and experimenting with game mechanics. I like a little roleplaying and value the dick jokes. But when I'm at my best/happiest I'm building stories that respond organically to the choices that the PCs make -- because I try to create interesting, multi-dimensional NPC antagonists that drive that story -- and we all discover the story together.


Mission Statements Suck

No, they don't. The way they're used most of the time does, though. For organizations, there's often a need to find a way to get everyone to agree with what the organization is; why they do what they do, and how do they get there.

On a personal level, thinking about why you really do the things you do -- what you value most about it, what keeps you coming back, and so on -- that can be a valuable tool. It's value will be in direct proportion to the amount of honesty and depth which which you consider your personal gaming statement.

For me, thinking about the statement I'm playing with -- "I create interesting, multi-dimensional NPC antagonists that drive organic, responsive, collaborative stories for my players" -- that has a powerful ability to change the way I think about preparing for a game session. If that's really what I want carved on my DM gravestone, I need to be more mindful of that than I might be of my company's mission statement. It can help me understand why I find running someone else's adventures less satisfying that creating my own. It also helps me focus my energy on aspects of my game that will be most satisfying for me in my game sessions.

Your Turn

I double dog dare you to write your own Game Master's statement and share it in the comments below.
 

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savrasbane

First Post
I don't really have a "statement" per se, so much as a set of rules, very much like a set of standing DM orders.

1. If my players do not have an "in-game story" to go home and annoy the s**t out of their spouse or g/f with, I haven't done my job.

2. I will create (or maintain if using published adventures) the kind of world I would love to live in, if I was a D&D character.

3. I will add at least ONE new mechanic every session, so that my players will eventually know the game better than I.

4. If my players aren't having fun, it is mostly MY fault.

5. I will allow the game to progress organically, and not hamfist the PC's into doing what the book says, or what I have written.
 

Ahnehnois

First Post
I create in advance a skeleton of themes, setting, characters, and tentpole moments, and on game day me and the players collaboratively improvise a full-fleshed story on top of it, while I adjudicate disputes and add mechanical elements and keep the show going on.
 

Radiating Gnome

Adventurer
1. If my players do not have an "in-game story" to go home and annoy the s**t out of their spouse or g/f with, I haven't done my job.

This is awesome.

[edit] I'm adding to this response now. It's probably just a stupid idiosyncratic thing in my head, but I think I would actually like this idea better if it were worded in a positive way, rather than a negative one. So, I would like "I strive to send my players home with in-game stories that they won't be able to shut up about, so they will annoy the s**t out of their partners."

the same for #4. "I take responsibility for my players having fun."

-rg
 
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Ketherian

Explorer
Hi Radiating Gnome, Hrm. I've never thought of putting why I GM into a statement. Here goes:

Lets create a story together. I promise to create scenarios that will haunt you, bad guys that will challenge you, and detail a world that will intrigue you. And in return I ask only that you help me write the story for the benefit of all the players.

Like savrasbane, I run my game based on a series of rules. In short, all of them are an attempt to generate a story that is challenging to the party while being as fair as possible in a "realistic" world.

GM'ing is exhausting. If I am very lucky, I have just enough energy to finish up my notes before my thoughts about the game disappear into the ether never to return. Still, as much as I love being a player, I get far more satisfaction out of being a GM.

Back when my own game became highly irregularly scheduled (due to real life interventions) I started GM'ing at conventions and pop-up games at local stores. I think the change of venu (and not really knowing who I'd be running a game for) improved my GM'ing considerably, and it was in that period that my "mission statement" went from - "everybody have fun tonigh"t, to "lets tell a story".

Now that my game is back on a regular schedule, I don't GM at conventions or local stores much at all -- and I'm surprised to say, as stressful and hard as those games were to run, I actually miss it.
 

savrasbane

First Post
This is awesome.

[edit] I'm adding to this response now. It's probably just a stupid idiosyncratic thing in my head, but I think I would actually like this idea better if it were worded in a positive way, rather than a negative one. So, I would like "I strive to send my players home with in-game stories that they won't be able to shut up about, so they will annoy the s**t out of their partners."

the same for #4. "I take responsibility for my players having fun."

-rg

Fair enough. These rules were written from the mindset of a guy who does his best work under pressure. For the average guy, I suppose some positivity is in order. lol

As odd as it sounds, being a player is a little too boring for my taste, so the only other option is being a DM/GM. Having said that, if that's the only role I'm willing to assume, I'd better be a damned good one. =) Hence, the pressure in the rules. I've been adding to those rules since I wrote them, but after #5 they get a little game specific, so the fist 5 will do for the purposes of this discussion. Maybe I'll write an article for my website about the rest of them... Cheers.
 

The Mormegil

First Post
I... don't even know anymore. I guess... so that everyone else can have fun? ._. Because I love the way they react to how I handle the game, because I can make sure everyone has a good time, because I love seeing people having fun from what I built. But... ._. I don't know, something is missing.
 

Rune

Once A Fool
I run games to facilitate the growth of an adventuring party and a gaming group, and through these things, the growth of a setting and a story.
 

Psikosis

Explorer
I write interesting RPG stories to be edited, in whole or in part, by the PCs.

For me, almost everything about GMing is fun. Developing a story and building a world (or in interpreting one, in some case) is the best part. Running the game, the PCs take the story and edit it according to their interests and abilities. Sometimes they hew close to what I've expected and sometimes the PCs (and/or the die rolls) simply don't cooperate and there's some on-the-spot rewriting. I read an interview with (I think it was) Madeline L'Engle and was really struck by her comments about how sometimes her characters don't seem to 'want' to do what she thinks they should and surprise her. Good players are like that. :cool:

I've been very lucky to have had pretty good players over the years. Interested, engaged players make GMing look easy!

Chris
 

delericho

Legend
I DM for the love of the game.

The moment I first encountered D&D, everything in it sang to everything in me. The mathematical basis, the strong creative outlet, the fact that it's possible to be a good DM (or a bad one), the ties to fantasy, to history... everything.

A quarter of a century later (or almost - it was Sept 1988), that's still true.
 

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