The amount of times that I've brought up how GMing is not a position that most ttrpgs treat as another player, but rather as a referee, and how I find that a problem, since you're forcing someone to skip playing for the other people to play, and Ive gotten the answer of "why dont you just rotate the GM position?"
THAT SOLVES NOTHING, sure, it makes it better. Its not the same friend skipping playing every week, but someone still has to skip playing.
Most modern ttrpgs ive seen either treat the GM as a referee that is supposed to follow the rules, or as an auteur that turns the game the players are going through into a performance. One is a computer and one is an artist, neither of them are gamers.
Older ttrpgs may treat the GM as an oppositional force to the players, but still gives them total power over the game, leading to the classic "rocks fall, everyone dies" situation.
GMs dont have a game to play, they don't have a win condition or lose condition, and they don't have obstacles set by the system to make reaching those conditions a game.
Draw steel and Daggerheart do have metacurrencies that serve as obstacles, which could be a great starting point. Draw Steel's Malice feels more to me like a difficulty dial players can shift, with the GM being only able to choose which Malice abilities to use, but Im also of the opinion that GMs shouldnt be left alone during combat, I make flowcharts for the monsters I make so that the GM can at least have a baseline of what the monster wants to do in every situation, and ideally Malice would be included there (the GM could always ignore it, but the flowchart is meant to mimic the decission process of a monster, even at the detriment of their combat skill if needed). Daggerheart's Fear does have a bit more variety, but its also very similar in its limitations.
Ideally the GM's game would be independent but entwined with the players' game, without being confrontational.
Right, ok, but you still haven't actually articulated a problem. You seem to assume that everyone wants the experience of "playing the game as a PC" and that this is the pure and true experience of TTRPGs that the GM roll exists as a necessary unpleasantness to facilitate but that's... wrong? actually? Like, if you have a group of people who want to PC a game and nobody who wants to run one then yes, absolutely, it is a problem. But only the same way that having a bunch of people who want to play sniper in TF2 without anyone wanting to play other classes is a problem.
A lot of people actually WANT the experience of GMing games. Of running them. Of designing and facilitating, or even just refereeing them. It's fun for us. I may sometimes want to PC a one to three shot type thing but by and large the experience I want from TTRPGs is the one provided by the GM role. Not the PC role. And no, you're right, the role is not the traditional gamer role. It's usually either referee, writer, or level designer but it turns out actually those are all fun and enjoyable experiences and none of them are a "problem".
I would also argue you're also wrong to say we don't have obstacles or win/lose conditions. We have both in spades from the players. You think designing puzzles and scenarios that are difficult enough to be challenging but not SO difficult to be unfair isn't a challenge? You think accidentally creating a TPK or roadblock is not a lose condition? That having the pieces you set up all fall into place isn't a win? That players do not love throwing obstacles at you every chance they get?
Like, if you don't personally enjoy the GM role that's totally fair. There are GMless games that are fun and interesting and worth checking out if that is your jam, but that doesn't actually a make the GM role a problem to be solved. There are tons of problems with the culture around GMing: how much burden and responsbility and work is heaped on their shoulders; how little the community sees THEIR enjoyment of the game as important; that fact that people DON'T see us as a player at the table but rather think of us as JUST a referee or JUST a computer or JUST an opposition to be waylaid and subverted. But the fact that the GM's experience with the game is different from the PCs is not one of these problems.
I think what youre saying very interesting. And youre right, some people like being the GM and not playing, but Im looking at this problem like a designer.
Im not saying the GM should play like a PC, what Im saying is that a game system should be able to provide an engaging experience to everyone on the table. Another reason Id want to gamify the GM position is because it helps with the learning curve of how to GM the specific system. Its a good way to tell the GM what they are expected to do.
In another post Ive also talked about how the figure of Game Master and Game Designer can be two different roles. You can design a whole prewritten adventure without running it, and you can run a prewritten adventure by the book without having to create anything. I really value the power to take decisions, and the fact is that if the Game Designer took their time to come up with a good adventure path, the Game Master doesn't need to make a single decision during the game.
As for the roles of writer and referee, I find that having a writer GM tends to overwrite the type of emergent stories the system itself provides, which may be a fun way to spend your time with friends, but I dont think counts as playing the game. It's a bit of a controversial opinion but Im willing to expand on it further if needed. The role of referee is something I also take a bit of issue with as a designer. If you step out of the ttrpg scene you can find similar figures in MtG judges, football referees, boxing referees, etc. But the thing is that those only become necessary during high-stakes games. Playing a casual game with your friends doesnt demand a referee, you and your friends can probably reach a consensus on how to interpret a rule if needed.
Ive spent a lot of time thinking about the role of the GM, and I feel like as a designer, that figure isn't needed at all, and that having one person for every five that want to play the game, having to miss out on playing its not fair for them as an expectation. Some people will do it happily, but I dont think its something i can ask as a mandatory requisite for playing.
Im aware my position is very extremist, but after being mainly a Game Master and Game Designer for years Ive suffered burnout over and over again. I love prepping encounters, designing npcs, coming up with cool adventure premises. But the thing that burnt me out everytime was running the game. I noe realize it was because I was fighting against the nature of the game and tried to force stories to happen instead of trusting the game, and when I tried to fix that as a designer I found myself struggling to find a goal for the GM.
I really think that this a very interesting discussion, and that there are people who enjoy GMing, and maybe once the role isn't required for most ttrpgs I can take a new look at the role and figure out what makes people enjoy it, but right now I feel like the need of a GM is an absurd requirement for any game to have.
interesting discussion!
OP, what games do you know / would recommend for experiencing this design space you're interested in? There are several structures I know of for gm-less play or gamified gm-ing, but I'm always excited to hear about more.
And I'm especially excited about the idea of gamifying the GM role in a way that could seduce players into trying the GM role for the first time.
(by structures I mean things like Descended from the Queen, Belonging Outside Belonging, the family of Microscope-like games, and the oops-all-GMs maximalist structure of Seven Part Pact)
Im afraid Im not able to give much direction on games that use this type of GM, I dont have too much on a library on this specific design space. The few recommendations I can give out are:
Girlframe, a very kinky game about the dynamics of mechsplo fiction, where one person acts as a Handler and the rest of players as Girls. The Handler is still tasked with running the enemies and the enviroment, but the game makes it clear that Girl players are also expected to look up rules, run npcs and move the action forward.
Sightseer where Ive thrown out the GM and the adventure tells you how things develop. Since its a gameplay-focused system with very little plot, most things can be run just by reading the adventure (i also take care to make adventures playable even if you know all the information in them). One of my main goals with making Sightseer gmless was erasing the conception that one specific person MUST be available for everyone else to play, so all of the usual GM's functions are divided amongst all players.
Other than those two there are also many ttrpgs made to accomodate Solo play, but I find that most of those use an Oracle or card reading and rely on interpreting the results of it instead of going with a more strategic approach.




















