A DM smiting in its natural habitat. |
In most game systems, the DM essentially serves as the computer through which his/her fellow players access the game through. Plot, NPC interactions, world creation, monster combat, even graphics (in the form of narrative and descriptive storytelling) are all the DM's domain. It's a monumental task - one that only the bravest undertake. And because of this, countless articles have been written on the mechanics of being a DM and how to execute the perfect game.
But no one mentions perhaps the most difficult aspect of this roll. Regardless of system, the DM's role is that of a leader not unlike a football coach, CEO, or teacher.
Yes, a good DM is an accomplished writer, actor, and craftsman. But everything falls to pieces when the DM doesn't realize that the role also includes 3 key aspects.
It's not a glamorous task - but few will willingly step-up to manage the schedules. And, with the GM being the lynchpin of a game, this duty defaults to the mantle of The Great Overlord.
Think of it like scheduling practices for your team as a coach. Practices must be regular and announced well in advance enough that conflicts are rarely an issue; similarly, there's always a field and the proper equipment there. Now go get 'em, coach!
But also know that you're the bottleneck for passion in the game, as well. Passionate people quit jobs quickly if the company, and it's management, are just there to show up. Likewise, don't just show up to the game.
It's your choice then: do you come to bring people people up to your level of engagement, or do you become the lowest common denominator?
But no one mentions perhaps the most difficult aspect of this roll. Regardless of system, the DM's role is that of a leader not unlike a football coach, CEO, or teacher.
Yes, a good DM is an accomplished writer, actor, and craftsman. But everything falls to pieces when the DM doesn't realize that the role also includes 3 key aspects.
1. Logistics allows you to make the world go 'round.
It's not much of an adventure if no one shows up. It might seem common sense, but knowing exact date, time, and location well in advance is crucial - especially if adventurers hold full-time jobs. Same goes for food, drink, and all the other accoutrements of a fun night with the gang.It's not a glamorous task - but few will willingly step-up to manage the schedules. And, with the GM being the lynchpin of a game, this duty defaults to the mantle of The Great Overlord.
Think of it like scheduling practices for your team as a coach. Practices must be regular and announced well in advance enough that conflicts are rarely an issue; similarly, there's always a field and the proper equipment there. Now go get 'em, coach!
2. You set the pace and culture of your company ... err, adventuring company.
If you're excited about the game, tabletop, and it's mechanics other people will be, too. Enthusiasm is contagious. It's hard to have a boring game or disinterested players if you've poured your heart into it.But also know that you're the bottleneck for passion in the game, as well. Passionate people quit jobs quickly if the company, and it's management, are just there to show up. Likewise, don't just show up to the game.
It's your choice then: do you come to bring people people up to your level of engagement, or do you become the lowest common denominator?
3. Nurturing is at the heart of being a DM.
The other players at the table are your friends first (just a wild guess), then hapless subjects to your omnipotent might second.
People play pen & paper for many reasons. For some, it's for the war-games and tactics. For others, it's the fantastical story. But for others, this is a way to break out of their shell through role-play. This is a way to escape the hum-drum of a life banal. Hell, this is a way to hang out with friends. Reading your table-mates needs and putting plans in place to help them grow as players and people is what truly makes DMing a noble calling.
By all means, if everyone enjoys the Dwarf Fortress version of 'fun' (see relevant comic here), TPK to your heart's content. But if you've got a wallflower at the table, it's your job to help them open up with the right encounters. You're there to indoctrinate newbies into the Church of Many-Sided-Dice. You're there to show even the most grizzled of veterans that they can push their game to the next level.
And the only way to do this is be truly invested in your players.
So, where to now?
All of this to say just be conscious of your role as a leader.
And before you get too scared - no, leadership is not a class trait that you had to select upon rolling your current character. Nor is it a skill completely based on Charisma. True leadership is learned, earned, and easily lost.
The only way to get better at it is to practice.
You could be a business nerd and read management books like me. You could take a course. But the surest way to becoming an effective leader is simply doing it using these 3 guiding principles:
- Logistics allows you to make the world go 'round
- You set the pace and culture
- Nurturing is at the heart of being a DM (or person)
Good luck!
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