TTRPGs: Why I dislike GMs
- GM - Game Master
- DM - Dungeon Master
- TTRPG - Tabletop Role Playing Game
Being an anarchist, anti-authoritarian & an anti-fascist; I dislike GMs.
I view GMs to be a potential danger to a campaign and the players.
I view GMs to be an unnecessary authority over a campaign.
I dislike the concept and implementation of an all-powerful individual.
I dislike someone solely controlling a game-world.
I feel a game (in any form) should be a collectively run endevor.
World creation, Character creation, Story and Quest creation.
All should be made by the individuals playing and not a GM.
A group of players should collectively agree on a game to play.
Perhaps Mausritter, DnD, Fate, etc. and find a way to remove the GM.
Quest decisions could be collectively agreed on/rolled upon by a party.
If a GM is to be used; I propose an electoral process for temporary rule.
With term limits. (Per session perhaps)
No single individual should have absolute control over a game.
Allowing so could/will lead to an abusive GM or tyrannical GM.
Previous experiences I've had with GM run games have lead to discriminative/abusive/tyrannical GMs nearly every time.
DnD campaigns in ruin due to a combative GM.
Many, many, many failed campaigns due to failure of GM record keeping...
And most atrocious off all; sexist and bigoted GMs who care-not about the players.
Of the few games where I've had a positive-ish experience under a GM; I have been disenchanted by the concept of the position itself.
A position of power and control.
Being a GM
Of the games where I have been a GM myself; I have felt sickened with the position.
I cannot have fun ruling over/controlling other players or a campaign.
It feels wrong and power-hungry.
Co-op, Solo-play and computer based GM systems.
- This is merely based on personal experience and likely doesn't match most other people's experiences.
- There are instances where campaigns can go well with a GM who isn't an authoritarian ass-hat.