This time we’re talking about designing for GM authorities and responsibilities in tabletop RPGs — a rich topic that we’ll explore more in the future.
Here’s a version of the questions that we considered on the show, useful for considering in your own designs, too, we hope:
Questions about, but not just about, “GM” tasks, authority and responsibility:
What need to be created (or established)?
- Why does it matter who does it?
- Who does the buck “stop with” in terms of content?
- Who maintains authority over it once play begins?
What’s the propellant?
- Who does what to make the (plot/action/story/situation/etc.) dynamic?
- Who does what to keep it going?
What makes things “interesting” (and what does "interesting” mean in your game)?
- Where does antagonism, challenge, or fictional friction come from?
- What makes things non-trivial or non-obvious?
- What makes the outcome of the game both unpredictable and inevitable?
Which personal visions for play do you prioritize (and why, and when)?
- How do you handle the conflict of personal visions?
- What structures in your game require or support the shift of emphasis in personal visions between different players in the game?
What do you think? Weigh in on the show, your own work, and what you want us to talk about next, by searching for our G+ Community.