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Over/Reach

It can go by many names - the "Railroad DM," the "God GM", "DM Dictator," "GM Power Gaming…" The list goes on and on. It can also appear in many forms, some obvious by the above nicknames, such as railroading, metagaming, or dictatorship. You’ll recognize these traits in stories about TTRPG games time and again in various forums. We’re speaking of the issue of GM Overreach: the point at which the game's facilitator goes beyond their role as arbitrator and storyteller. Taking their powers beyond those the game had been designed with and beyond the assumed social contract with the players. How and why did this become an issue? Is there anything that can be done? Take a break from your tabletop and come explore the topic with Never Say Dice.

Reaching

There are a multitude of ways tabletop arbiters can overreach. Some of the worst, and unfortunately most common, are when the GM is "railroading" - forcing the story in the direction they want with no real choices for the players, punishing their players when they come up with a good (but unexpected) idea, or targeting specific characters/players when it makes no narrative or mechanical sense. It certainly doesn’t help that, for too long in the history of tabletop games, there's been a stereotype of "GM vs. Players." All of that isn’t to say our roleplaying and other tabletop games should be easy. Far from it, in fact. As with anything else, it would become dreadfully boring if there was absolutely no challenge. However, the same can be said when the challenge presented feels completely unwinnable or inescapable. This is possibly why Sisyphus: The Board Game is so unpopular. (Although, it does not explain the positive reviews of The Game of Sisyphus.)

The line may be murky in places, but it does exist. Puzzles, combat and other challenges should stretch the abilities of players/characters. The GM does have a significant amount of control over this, though, and they can manipulate the game in ways that are simply unfair. This could be for a multitude of reasons. They might have personal control issues outside of the game. They may simply have a lack of experience running the game, or even just examples of what good DMing looks like. Or, at an even more basic level, they may just have a specific story they want to tell. Although, in that last case, the solution may be for them to write a story on their own as opposed to making their players live it.

Over

Being in any of these situations just isn’t fun. I’ve personally been on the receiving end a number of times. It can make you feel powerless, cause significant player frustration, or even cause them to lose interest in the game itself. Going beyond that murky line can ruin an otherwise great game or group. It can damage their creativity, their problem solving, and even their love of the hobby. So how do we spot where the murky line becomes a swamp of issues, and how can we steer our way clear of it? If you’re seeing a lack of player agency, that feeling of railroading creeping up on a game, a problem may be forming. Look for GM actions that seem a bit unfair or illogical, or over-the-top consequences for player actions. The most important thing is to keep communication open. That means communicating with the whole group (including the GM), keeping calm, and remaining a bit detached from the things that are frustrating you. Of course, if things don’t work out it might be time for a new GM or a new group altogether. Then things really will be over.

That can be avoided, though, as long as everyone is acting reasonably. The GM 's job is not to be a god, a full on adversary (though they play bits of the role), or the story's sole author. Tabletop games are about telling stories together, after all. GMs need to remember to give the players at their tables the  freedom to make choices, react to consequences, and even do things that are unexpected. Frankly, the last one should excite you, at least on occasion. The story, the rules, the characters - they’re all adaptable. Of course, that doesn’t mean you must take things in a completely different direction from the one intended. Just make sure you laid the groundwork in setting tone and themes... perhaps even with a Session Zero?

Finally though, a note to players: don’t let a bad GM ruin the hobby for you. There are plenty of games out there and GMs to go with them. And you can always give running a session a shot yourself! It doesn’t take much to put together at least a one-shot . Look out for the signs of GM overreach, keep communication open, and have fun. We’re all here to tell stories together, not be dictated to by a god. (Unless that's your game.) Until next week folks - enjoy your tables and your dice.

- A

Send questions, comments, and clever names for overreach in systems that don't use "GM" or "DM" to neversaydice20@gmail.com or Tweet us @nevesaydice2


 

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