Featured image of post Demystify the GM

Demystify the GM

...and dethrone them

If there’s one thing I could change about what’s widely accepted in the tabletop roleplaying hobby, it’s the pedestal that the GM is often placed on. The overhyping of GMs as having extraordinary talents or being the sole gatekeepers of fun, the story, or the rules around the table is a significant drag on the hobby. This problem has been exacerbated by the rise of “celebrity GMs” in actual plays and streamed games, which further set unrealistic expectations by GMs and players alike.1

I’ve started calling this phenomenon the “mystification” of the GM, and it often includes several problematic assumptions:

  • The idea that the GM is a “master storyteller” who must craft intricate narratives for the players to follow.
  • The GM is expected to manage all aspects of the game, from pacing to tone to interpersonal dynamics at the table.
  • The belief that the GM is the sole arbiter of what is “fun” or “right” during a session.
  • The assumption that the GM needs to have an encyclopedic knowledge of the rules and setting.

These expectations create a power imbalance, elevating the GM above the other players instead of positioning them as equal participants in the game. This attitude is often reinforced through sayings like “The GM is always right”, “The GM’s story/world”, “The GM is God”, or “A game is only as good as its GM”. These perspectives discourage collaboration, make the game less welcoming, and place undue pressure on GMs, leading to burnout and further discouraging people from stepping into the role.

The two worst parts of this mystification are that it encourages bad GM behaviors and discourages people who might be excellent GMs from even trying. When combined with the notion that GMing requires a lot of time and effort2, this results in fewer GMs, a problem in a hobby that already doesn’t have enough GMs.

The truth is that being a GM doesn’t require superhuman skills. A great GM doesn’t need to memorize every rule, weave intricate plots, talk in accents or voices, use props, or rely on “smoke and mirrors” to make a game exciting and enjoyable. Instead, the best GMs focus on creating a space where everyone at the table feels comfortable, engaged, and empowered to contribute to the story. Everything else follows from that. Tabletop RPGs are fundamentally a collective effort, and the most memorable games happen when everyone—including the GM—sees themselves as participants rather than elevating the GM above the players and setting up the players as passive participants in the GM’s game.

This is why I actively push back when I see opinions or practices reinforcing this mystification. This includes overuse of what might seem like benign behaviors like “dice fudging” (a hallmark of the “smoke and mirrors” school of GMing)3, as well as dependency on secret rolls, or using the GM screen to act as a barrier between the GM and players. If we want to make the hobby more welcoming and encourage more people to try GMing, we have to reduce barriers that mystification creates. This means promoting the idea that the role is approachable, flexible, and—most importantly—fun. By supporting GMs with the right tools, manageable expectations, and recognition of the players' equal (even if it does carry different responsibilities) role in the game, we can foster a more inclusive, sustainable, and enjoyable hobby for everyone involved.


  1. To be fair, the idea that GMs are special and uniquely skilled predates actual plays by quite a stretch, but the visibility of these games amplifies the issue. ↩︎

  2. Many words have been written about tackling the mountain that GM prep can seem to be. A lot of them are in books you can get from your favorite bookstore. I will instead recommend two that are not, but I think every GM should read: UnFramed: The Art of Improvisation For Gamemasters and Play Unsafe by Graham Walmsey↩︎

  3. Before your jimmies get rustled, sometimes fudging die rolls or secret rolls work, or GM screens can be useful. Even though I think there are better ways, at least for me (particularly with fudging die rolls), sometimes you have to do whatever works. This doesn’t stop these practices or the reasoning behind them from reinforcing GM mystification. ↩︎

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