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Advice

The Game Master at the Table: Authority, Trust, and Shared Responsibility

At some point, almost every Game Master has found themselves in the middle of a rules argument they did not expect to have—and had to decide, in real time, what GM authority (or DM authority, if your table uses that term) actually means.

A player uses an ability. I tell them how I think it works. They disagree and point to a line on the character sheet. Someone else remembers a paragraph from the rulebook that seems to support my interpretation, while a third player has already pulled out their phone and found a five-year-old Reddit discussion explaining why all of us are wrong.

Meanwhile, there are five other people sitting at the table waiting to find out whether the ogre gets knocked off the bridge.

This is one of the less glamorous parts of being a Game Master, but I think it reveals something important about the role.

Eventually, somebody has to make a decision.

I am perfectly willing to hear arguments during a game. In fact, I encourage them when someone at the table knows a rule better than I do, which happens regularly. I have been playing RPGs for a long time, but that does not mean I have memorized every class feature, spell interaction, combat condition, and obscure paragraph spread across hundreds of pages of rules.

The player running the monk probably understands the monk better than I do.

If another player has spent considerable time figuring out how grappling works, I would be foolish to ignore them simply because I happen to be sitting behind the GM screen.

I think of these conversations a little like amicus curiae—the “friend of the court.” Make the argument. Show me the rule. Explain why you think the situation should work differently than I initially ruled.

Then I make a decision and we keep playing.

That last part matters.

If we cannot resolve the question quickly, I will usually say some version of, “For this moment, this is how I am ruling it. I will look it up after the game.”

That does not mean I believe I am automatically right because I am the Game Master. Quite the opposite. There have been plenty of occasions when I looked something up afterward and discovered that the player was right.

When that happens, I say so.

“Jordan was right. Grappling works the way he said it does. We will use that rule going forward.”

I think publicly acknowledging that matters as much as correcting the rule itself.

The Game Master needs GM authority, but that authority should not depend on maintaining the illusion that the GM is infallible.

The GM Is Still a Player

When we talk about Game Masters, we have a habit of separating them from everybody else at the table.

There are “the players,” and then there is “the GM.”

The distinction is useful when we are talking about responsibilities, but it can create some strange assumptions about ownership. The GM begins to sound less like one participant in the game and more like the person providing an experience for everybody else.

I do not think that accurately describes what is happening.

There is an abstract gaming table, whether we are actually sitting around a piece of furniture, playing through Discord, or scattered across the country using a virtual tabletop. Everyone who comes to that table is there to play a game.

One of those players has agreed to take on a very unusual set of responsibilities.

That person describes most of the world. They portray the majority of its inhabitants. They adjudicate rules, manage hidden information, control enemies, determine when scenes begin and end, decide when the world responds to player actions, and frequently prepare several hours of material before anyone else arrives.

That certainly gives the GM more control over the immediate experience of play than any single player possesses.

It does not make the game theirs.

This distinction becomes important because authority and ownership are very different things.

A referee has authority during a sporting event, but the referee does not own the game. A conductor may have extraordinary authority over how an orchestra performs a piece, but the conductor is not the orchestra. A judge makes rulings in a courtroom, but the existence of that authority does not mean every argument presented in the room belongs to the judge.

The Game Master’s authority exists because an RPG frequently requires someone to make decisions that cannot be made collectively without bringing play to a halt.

Someone has to decide whether the goblin can see through the smoke.

Someone has to decide whether that improvised chandelier swing deserves advantage.

Someone has to know what is behind the locked door before the characters open it.

Someone has to portray the duke when the party accuses him of murdering his brother.

Someone eventually has to say, “This is how we are resolving this situation. What do you do?”

That is GM authority born from function rather than status.

The GM has more authority because the job requires more authority.

The danger begins when we confuse that practical necessity with the idea that the GM’s preferences automatically outrank everyone else’s experience of the game.

GM Authority Is Procedural, Not Personal

I think the easiest way to understand GM authority is to treat it as procedural.

During a session, the GM needs enough GM authority (or DM authority) to keep the machinery of the game moving. Rules questions need answers. NPCs need decisions. Unclear situations need interpretations. Eventually a conversation has to end and play has to continue.

That is why I am comfortable saying that my ruling is final in the moment.

There is a difference between saying, “I have heard the arguments and this is how we are going to resolve it tonight,” and saying, “I am the Game Master, therefore my interpretation is correct.”

The first statement is about running the game.

The second is about protecting authority.

I have very little interest in protecting my GM authority for its own sake.

If somebody proves me wrong after the session, good. Now we understand the game better.

What I want to protect is momentum.

There is a point where continued debate stops improving the ruling and starts consuming the evening. We can spend forty minutes determining exactly how one sentence interacts with another sentence buried somewhere else in the rules, but eventually we have to remember that several people arranged their schedules because they wanted to find out whether the ogre falls off the bridge.

Make the ruling.

Roll the dice.

Keep playing.

Then do the research when nobody else is waiting for us.


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