Some game masters boast unshakable confidence in their skill, even though their games only attract players because no one else wants the DM’s chair. Confidence leaves these GMs blind to their flaws.
I should know. As a GM, I have been that confident, and it led me to run bad games.
Now I know that my skills can always stand improvement. That my next session could be a dud. That however well my last game went, I can find ways to do better. When I finish running a game, I reflect back on the session and wonder how I can recreate the moments that went well and fix any missteps.
My lack of confidence makes me a better game master. Don’t tell my players. I need to seem confident.
When expert GMs name the qualities of a good GM, they often cite confidence. I agree 100%.
As a game master, you channel an imaginary world to your players. When you seem uncertain about what happens in that world, it yanks the players out of their imagination and reminds them that you just make things up.
In a confidence game, a con man schemes to gain someone’s trust in order to rob them. As a game master, you don’t chase anyone’s retirement savings, but your game still needs trust. If you speak of the game world with confidence, players trust you as their eyes into it. They throw their alter egos into an imaginary world and trust that it will react in ways the make sense.
For game masters like me who sometimes lack confidence, this insight should feel encouraging.
If you lack confidence, you can fake it. No game master always feels confident. You just need to pretend enough to show authority. No problem. As role players, we all practice pretending.
Even though you can fabricate confidence from pure bluster, I prefer to reach the table armed with the real thing. You do not need 10,000 hours of GM experience to build the sort of confidence that helps at the table. You just need to master the sliver of your game world that players will see. By doing the preparation you probably already do, you can reach the table with confidence.
As a game master, you may worry that someone at your table will know the rules better than you do. Don’t let this shake your confidence. Someone usually knows more, and that doesn’t matter. In the 4th-edition Dungeon Master’s Guide, designer James Wyatt wrote, “When I started working at Wizards of the Coast, it took a long time before I felt comfortable running a game for any of my coworkers, even though I used to always DM for my friends back home. They all knew the rules better than I did, and I didn’t want to get caught in a stupid mistake. Eventually, I got over that.”
You need to know enough of the rules to keep your game moving, but you do not need to match the rules lawyer. You can delegate mastery of the rules. Have someone look up that spell for you. Let the lawyers explain the corner case. They relish the chance.
“The DM is the person who prepares adventures, plans a campaign, and runs the monsters and NPCs,” Wyatt wrote. “I don’t want to be a referee or judge, and my players don’t expect me to.”
Of course, the rules leave many decisions to the GM’s judgement.
Confidence—or an imitation of it—lets you make these rulings with authority. If your rulings seem to rely on the players’ approval, you encourage them to quibble. They start to lobby for favorable rulings. I’ve sat at tables where players see the GM as unsure. They try to wheedle advantages and the game lurches along. Despite the merits of saying yes, compelling stories require obstacles. Immersion requires a game world that doesn’t change as the GM waffles. Listen to the players, make a confident ruling that seems fun and fair, and then move on.
The secret to projecting confidence at the table lies in role playing. Play the character of a confident, expert game master. A game master much like you. If you come prepared to bring a sliver of your game world to life, playing the role should come easy. You can run a great game. Your players sat to roll some dice and have fun. They want you to succeed.
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