Just a reminder: we’re not going to be posting as much until we get In a Dragon-Guarded Land out the door. We’re aiming for the first of April, but that release date may be a joke.
I’m a big fan of Bully Pulpit’s games. Lately, we here have been playing some Fiasco, and dissecting it a bit. It’s caused me to do some thinking about what a GM is and does. This is particularly timely for me, as I am trying to decide whether Et in Arcadia Ego needs to have a GM. Both of the other games we’re working on clearly do—In a Dragon-Guarded Land because someone needs to represent adversity and the temptation of evil, A Piece of Work because someone needs to represent the target of the heist. But Et in Arcadia Ego is a game with much more room for player-versus-player interactions, and may not have a role for a GM as such.
Some months ago, Robert Bohl started this interesting thread at Story Games that got me thinking about what I like to call GMderfuck, or GMderqueerness. He talked about breaking down the GM-ful/GM-less binary and instead talking about how GM-ly authority gets distributed1. I think a lot of games that are “GM-less” actually have done this. Let’s look at what are, to me, the classic examples of GMderqueer games: Polaris, Fiasco, and The Shab-al-Hiri Roach.
- Ben Lehman recently commented on this subject, too. I think he’s right, authority is the question. Resolution systems are one place to put authority. [↩]