Winging it: GMs should be magicians

October 26th, 2007

I admit it: I’m a great big cheater. Honestly, I don’t remember the last time I ran a tabletop RPG session without making up a tremendous portion of “what happens” on the spot. Whether I’ve spend two weeks preparing detailed maps and NPC profiles or scribbled a couple of notes in the bathroom while my players are waiting in the den, I have to lie and cheat to give my players the enjoyable adventures they expect.

I always find it fascinating to hear of GMs who can’t wing it, or who feel that there’s something morally irresponsible about winging it. As Ominus says at Game On :: Aleph Gaming blog in a post on Personal Rules for Narrating, the story isn’t the GM’s, nor is it the players’. A GM who lacks the agility to handle the inevitably unpredictable narrative flow that emerges when a group of people get together to create a collaborative story has no business behind the screen.

The trick, though, is not to let the player’s know when you’re winging it and when you’re not. I suspect my players know (certainly my wife does) that I have had to make up NPCs, locations, and events of whole cloth who go on to be central players in a campaign.

I tread upon the rules, too, when the situation merits. I lie about die rolls all the time, make up special rules situations that my players (who generally don’t know the rules very well) know nothing about, and sometimes fail to keep track of NPC health, letting the opponents die mostly when I feel a combat has gone on long enough to be dramatically entertaining.

And I say this as someone who takes some real pleasure in the simulationist elements of our hobby!

As an amateur magician, I’ve learned that my audience genuinely wants to know how magic is performed but will also be sorry if they do find out. Magicians don’t just keep their secrets in order to prevent others from performing the same tricks. Frankly, most people don’t want to do the tricks anyway. No, magicians keep their secrets because when the audience knows the secret, it’s the magic that vanishes, not the Statue of Liberty.

My players want to believe their characters adventure in a living world, full of vibrant NPCs and events that would happen whether or not they take a hand. They know I use narrative sleight-of-hand, mirrors, and invisible thread. But as long as they don’t know when I’m using it, they’ll have a good time.

Of course, we GM magicians must suffer for our art. This post at the Treasure Tables blog discusses the need to retcon, an inevitable consequence of improvisation.

As Sir Walter Scott states: “Oh, what a tangled web we weave, when first we practice to deceive.”

And, that goodness, as J.R. Pope adds: “But when we’ve practiced for a while/How vastly we improve our style!”

Entry Filed under: Roleplaying, RPG

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