GM's primary role, in your preferred playstyle
Hi Everybody,
As a result of finding VTTs at the start of lockdown, I've had the opportunity to play through a couple of long D&D campaigns as a player for the first time in years.
We just finished Descent into Avernus this evening, and I'm almost at the end of Rime of the Frostmaiden with another group.
I've had a great time because the players in each group (including the DMs) have been really engaged and involved and have thrown themselves into it. Both DMs have run the adventures pretty much as written (Rime very much so, Avernus with a transplant to Eberron and a lot of work from the DM to weave character backstories through the whole narrative in a very satisfying way).
BUT but but...
this adventure style seems to regard the GM's primary role to be making sure the story beats get hit. (The incident of the Chardalyn dragon in Rime is the absolute epitome of this - the dragon flies when the PCs arrive, no matter what the internal logic of the world might decree. It's 100% external meta storytelling. The players have absolutely no chance to find out about it in advance or do anything clever. It's just BAM! Story beat, deal with it).
I've been around a long time, and I started playing in genuine "Classic" style:
https://retiredadventurer.blogspot.c...s-of-play.html
I guess my playstyle now incorporates a pinch of classic. I'm literally running a 1st to 20th now you have your fortress D&D campaign for one of my groups in consciously classic style, albeit the first time in a long time I've done such a thing. I like the interaction of rules with setting to evoke feels from Trad, and my heart likes a lot of things about the OSR but I prefer more rules support than the average "rulings not rules" OSR system. LARP immersion has never appealed to me, which is probably one the reasons I ran LARPs rather than played them.
I think for me the GM's primary role is to make the world reactive. The player characters do some stuff. What happens as a result? Who does what and why? What do the NPCs do about it? How does it interact with their plots and plans, and what do they do as a result? Do they change plans? Bring forward the heist or put it back, or do something else entirely? I think of it as not just deciding what the rest of the world does, but trying my best to run the world as a simulation and watching what changes around the PCs based on their actions.
That's the reason I like games with a living, breathing human GM instead of just playing a computer game. I need to make the world reactive every bit as much when running a published adventure as when running my own material. The job of being a world/adventure designer is something I can delegate a lot of the time. What I can't delegate is making this setting react to the specific actions of THESE player characters, right here and now. Amongst all the jobs the GM takes on, to my mind, this is the one that can't be achieved any other way.
So I was wondering... what do you think the primary role of the GM is? I don't mean the one that takes the most time (we all know that's scheduling!) or that makes the biggest difference to the fun of the game (that's basic not-being-a-****-ness). I mean the reason why you have a GM in the first place, the thing that their most sacred duty is when push comes to shove.
I think some classic playstyle fans might reply "to be fair"? Simulationists might go further than me in wanting them to run the world as a self-consistent simulation?
What do you think? And how would you characterise your preferred play-style?
Cheers, Hywel