Playing God: World Development and Other RP-related Ramblings

By AJ Reardon

I haven't even thought about world development this month, as I've been up to my eyeballs in other things. Heck, I've barely managed to have time to roleplay this month. Luckily (since I hate being threatened by my editor), I did manage to find enough time to write a column, and rant about something that has been bugging me lately.

I'm talking about a little something I like to call "Former GM Syndrome" or FGS for short. This is what happens when someone who is accustomed to running a game starts playing in one instead (especially a game of the same system that they usually run). Now, I'm not saying that all GMs taking on the role of a player exhibit signs of FGS - in fact, most of them manage to play just fine - but those few who do can really get on your nerves.

There are a few basic signs of FGS. One is the subtle bullying of the new GM . . . taking advantage of his or her respect for the former GM to gain some advantage in the game. Oftentimes, if the new GM is inexperienced in running a game, he or she will assume that whatever the former GM is asking for is well within reason - after all, they know the game, so they wouldn't do anything unbalancing . . . right?

Quite similarly, many sufferers of FGS wittingly or unwittingly abuse their knowledge of the game (gained from years of GMing and reading through all those handbooks) to make an uber character every time. They know all of the ins and outs of the system and take full advantage of it. This is really not much different than your average power gamer, except that a GM should know better than to be such a number-crunching weenie.

The absolute worst symptom of FGS, however, is the Know-It-All complex. Honestly, in most games you probably have a Know-It-All anyway . . . someone who has way too much time on his or her hands and has memorized the books. While this is annoying enough in players who like to flaunt it (especially when they happen to be wrong . . .) it is much, much worse in a former GM. They're used to being in charge, so it seems to come naturally to them to show off their game knowledge.

This leads to players directing a question to the GM and having it answered by the Know-It-All . . . which isn't always a problem, unless it's over something like an optional rule or house rule that the GM and Know-It-All disagree on. In my mind, this undermines the GM's authority and can cause players to lose respect for him or her. Furthermore, it just gets really damn annoying.

Some Know-It-Alls draw the line at just answering questions and flaunting their knowledge. Unfortunately, others act as if every game should be run how THEY run their game. Having one player tell the GM how to run his or her game makes the game uncomfortable for everyone. Really, if one has a problem with how a game is being handled, they should take it up with the GM in private, rather than dragging it out into the open.

A common mantra for roleplaying is "It's just a game." It doesn't matter if the GM forgets some minor detail about a monster's abilities, or chooses not to implement an optional rule, or changes the system a bit to suit their world. What matters is that the players are having fun - and honestly, if someone's suffering from FGS and trying to drag the rest of us down with them, no one's going to have any fun.

So please, chronic game masters, if you get the chance to play a game, just sit back and enjoy it. Don't try to run it. And if you'd like to give the new GM suggestions to help their game, bring it up before, after, or between games - not in the middle of combat. We inexperienced GMs oftentimes enjoy advice, but don't make us look stupid in front of our players.

That's all for this month. Happy gaming everyone!


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Copyright © 2005 By AJ Reardon

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