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Narrative GMing in RP and the Jobs of a GM
Quick Side Note: These are just my own thought formed around my time GMing RP on site. You are free to disagree but please don't take offense or take anything said here as a personal attack. I can promise you that my only intent here is to possibly give others who are newer to GMing a narrative styled RP more insights on how to do so in a way that is most helpful for the players and engagement. So, before I begin really writing about narrative there are a few fundamentals of the job of the GM that I believe applies to most story-based games like RP. These things are the description, action, and reaction. I will break these down into basic steps. Description: This is the primary job of anyone GMing a thread. Before anything else can be done this step needs to be taken and in some cases, it could potentially be the only job needed especially in something of a more casual nature. The description is the description of the setting and what is going on in the story. It is often the step taken when beginning the story and in my own opinion it is by far the most important step for actually gaining a set of players especially in a very pick and choose site where threads can easily be glossed over if other things are occurring. It's important for people to understand what's going on otherwise they'll feel too intimidated to want to join in. Action: This could be defined in a few different ways depending on the flow of the thread. This action may be a way of directing the players in a certain direction in more plot based threads while in more casual based threads I believe this would refer more to the player's action in partaking in the thread. It's important for RP to have a purpose even if it's a simple purpose. Without a purpose of some kind in an RP thread, the thread will quickly die as characters struggle to find something to do. It is not the player's job to give themselves a goal in a plot based thread. Reaction: This is the most self-explanatory part of GMing any RP thread. Reaction simply refers to reacting to player actions when the involved the setting of the RP thread. This isn't exactly mandatory on the GM's part but it is in a manner of speaking the role of the GM to describe such things. If a GM chooses not to do this they must realize that they essentially relinquish control over the story/setting. Now I have more to say on this topic of discussion but for now, I'd like to leave these thoughts here in order to gain other's perspective before continuing. If you would like to partake in this discussion then please just remember that these are simply my opinions. I'll be ignoring any outright hostile messages but criticism is always appreciated as long as its well explained.
Ene
I would like to add some of my own commentary on the actions area ... Sometimes it fine to leave an rp without a direct purpose and see what the player makes with it. Doing this manner of narrating is actually typical for many creative board games and a bildungsroman style of reading. However, it put more pressure on the GM to create a setting for how is the player supposed to find a way without the tools. Some would say that having the player discover purpose and motivate the plot is lazy/throwing them to the wolves. But personally to me I see it as a way to motivate action on part of the player and have them more interwoven with the story. The best plot in the world can essentially be no plot at all and simply a setting with beginning tools~ Doing this method provides a challenge to both GM and player which can ultimately be a very rewarding experience for everyone involved. This is also the typical manner of doing things in popular rpg games and when writing group fan fiction. Of course this style is not for everyone, but I wanted to address the sort of narrow take on action and GM connection. It is not the GMs job to feed plot and direction constantly. Players should have an ability to explore. Though this is all form my personal opinion and experience.
(edited by Ene)
I would like to make a few statements on each of the primary three points. Description: Giving a good description of the setting is of course highly important for any thread and, alongside it, any story. However, one thing I would like to note is that, like their characters, players do not automatically have access to all information about what is happening in a plot. Rather, I find it important to give players options outside of the most obvious, in order to reward any potential sidequesting they may decide to do. Simple example, you find an old woman standing in the park looking up at a tree from which a faint meowing can be heard. Looking around the bright green meadow, one can see all manner of people, people of all different ages and backgrounds, talking excitedly as they pass each other. There is an older, Japanese businessman relaxing near the large, central pond. Near him are a couple of teenagers, likely out on a date. Action: Along with Ene here, I believe I would like to sharply disagree. While it is important to make sure something is happening in the thread, something the characters are aware of, it is equally important NOT to give players an obvious goal, or at least an obvious path to reach their goal. That way the story has many more options to unfold. In essence, I don't want to tell the players why they are here, I want the PLAYERS, and by those means their characters, to have their own reasons for being there. Do a good job with the other two factors, and this should become by far the LEAST important. In my previous example, the action here is the meowing from the tree. Its probably a cat, so most players will decide "oh, this is the problem that needs to be fixed. Lets go do that." Reaction: In my eyes this is the most important of the three, even more so than describing the setting to begin with. If these people are going to act out their part in a world, they need to see how exactly their actions change things. In essence, what I mean by "reaction" is how the setting responds to a player character's attempts to pursue their own goals. Regardless of what these goals are. In my previous example, the only "action" happening is the old woman who needs her cat, yet the players could easily do things like talk to the businessmen, eavesdrop on the couple, stand near the lake, or even steal the cat for themselves. All of which should be considered valid actions and responded to appropriately, where the story goes from there depends on what each player did.
Through my experience as a GM here I'll give some brief thoughts on the three main fundamentals you so graciously laid out.
Description
As you said this is by far the most important aspect to GMing. Without enough information, nothing is really clear, and it takes a great effort for prospective players to attempt to join or start RPing if you did something akin to sign-ups before. Description is interwoven in everything you do as a GM, from setting a scene to reacting to player decisions. At times it's quite necessary to write something lengthy to get everything relevant across and at others something more concise can work wonders. Ignoring this aspect can leave anything you GM, whether on this site of off, sorely lacking when it comes to holding the interest of your players.
Action
Often times congruent with reaction once the ball gets rolling depending on the thread, you won't get very much enjoyment from your players if your actions are lacking in the description department. While you can very easily make things up as you go along, it's important to remember what you set out to GM. If it's a serious plot with stakes, tensions and repercussions then the actions you take as a GM must be taken for a reason relevant to what you're trying to accomplish. Conversely, if you simply set out to try and have a good time with nothing meant to be taken seriously, keep your audience (the players) in mind. If you don't think they'll find enjoyment out of you doing something, odds are you probably shouldn't in a more casual/laid back environment.
Reaction
Arguably the next most important aspect of GMing after description. How you decide to act after your players make choices is the key factor in how much fun they can have. Shooting down their ideas when they attempt to be creative every time is likely a good way to make players never want to have you as a GM again. On another side of this multi-faced object, giving in to your players too much can just as easily cause dissatisfaction due to the lack of a challenge. Like with all things GMing, it depends on your players, you should strive to find a groove in which both you and your players are happy with how everything progresses. If you do something unreasonable and are called out on it, hear your players out and see if you can come to an understanding. While you have to final say, if you at least listen to your players complaints things will be much better off.
I think action depends a lot on the situation. Like if you're going into another world, with a clear final boss, it's very much the objective of the GM to keep things on track. You wouldn't go into, say, a Palace and expect to find a plethora of side quests waiting for you. But I think a more... open-ended thread the GM should very much go hands off. Like if you're walking into a crowded place like Shibuya a GM shouldn't be railroading you to go check out one specific building. There should be side content there.