KNOW YOUR ROLE(Now that I am awake, half drunk, and in a good mood..... lets talk "dirty")
No, I am not addressing players. i am talking to the GMs out there

I've been seeing a creeping issue in the GM forums for the last few months, that its starting to cause me some concern and I feel should be addressed.
And that, simply put, is that I think many people are flailing to fully understand their role as the "Game Master" of their game. i know what the book says, and I know what many other systems say about this topic. They are not wrong in what they say, but I don't think they do enough to stress the responsibilities that go with being a GM.
And, many people think they do know their responsibilities, but fail to fully understand them. So I thought I would give you my feelings on this topic. Maybe you can find some insight. (Or at least come up with good material to beat me over the head with later!)
I am going to sum up the position with a very controversial statement:
You are God.
No really, for all tense an purpose, you are literally God. You are the gravity under their feet, the air they breathe. You are responsible for every person, place, thing, action, reaction, and consequence that happens in YOUR game. Let that sink in for a moment. Are you starting to feel the responsibility?
People play games to escape their crappy lives for a few hours. To forget about their shitty day at work, or the screaming ankle biter, or that nagging wife, or that lazy ass Husband. They want to sit back and enjoy themselves in the company of friends. YOU are responsible for their fun. (more heavy thinking? or just pretentious?)
Too many times I am getting the impression from some threads, that some think being a GM is a competition between them and their players. I have seen many threads asking for ways to "beat X combination" or "Stop X" from happening. - Some of these ARE legitimate concerns (I am trying to be vague so I don't point a finger in any ones's face. That is not my intent) .But, generally speaking its not a competition at all.
From my experience as a player, a
good GM is trying to tell a story, and the protagonists of that story are the Runners. They are the Heros. (they may be "heros" stuffed full of murderous glee and explosives... but they are still the "heros"... Or "assholes"..). A good Gm will use his limited time with his players, to weave a narrative that grabs the attention of all your players, pulls them into the setting your telling; Challenges their skills, and yet leads them to overcome their difficulties.
You are there to work
with your players, not against them.
I will get into different game styles, and how the GM's Supportive role works with each here, but first lets talk concepts of what i mean by "game style"
Very broadly put, there 3 basic styles:
1: Mission by Mission: This style of play is proabably close to what Missions style is (I wouldn't know, as I don't do the mission scene at all), as characters will drop in and out of the table. Generally the Missions/runs are the sole focus of the table time, and nothing really happens on a "character interactive" level - Their private lives are a couple of dice rolls of effort, if even that.
Basically everyone shows up, sits down, does the run, gets their pay and heads home. There is nothing wrong with this style of play, but it does turn the GM from a literal God (which CAN be a GOOD thing!) to an Arbiter. Yes an ARBITER. they are there to arbitrate and assist in the interactions between the Runners, the rules and the objectives.
In this game style usually the mission is a pre-made adventure (as those that make their own mission usually fall below), in which case it tells you everything that happens, you just
guide, assist and
arbitrate for the players.
2: Interconnected Missions: this is kind of the half way point between "missions" style play and full on Campaign style play. Generally someone has hand crafted the missions so that they flow together, or they are a Pre-made campaign that usually covers a "Season" of the respective game world. Generally, you have characters that may still come and go, but generally they have all progressed to the same point, some how. Their character's personal lives are usually still just a foot note however.
Here, The GM is almost back to "God" mode again (for all the good and bad that entails). However, the Gm is still an arbiter, there to assist the players, mediate the missions, and guide the players through the material. But he also has to keep track of all the minutia that can creep up like who is what to whom, and how! Who has what from where and why..
3: Campaign Style: These come in many forms, but generally all share at least 1 key point. They are the GM's attempt at a "persistent" world. Here, the GM is literally God, as he, like I said above creates everything from the gravity under their feet to the air they breathe, to every single thing in that world. Its a big job, and a huge undertaking to craft a world in words and paper.. let alone do that for a group
other people. AND, you better of done for
other people, namely your Runners, else it will not feel real to them. It is in this style that I find most GM "fail" themselves and their players. (And I am sometimes guilty of this too!). They create a world they (the GM) want to play in, and fail to consider their players.
And since it is a world they (the GM) wants to play in, they take an almost involuntary affront when their players interact with their
creation in an unexpected way. Be that not showing respect to an NPC that the GM has
specifically invested time into (let me tell you how THAT works out! Again, FU Brad!), or using 5kg of explosives to solve every problem, Or spending their time hijacking cars; Or play "clothesline" on the highway with monowire...
Again, the job of the GM is
arbitrate the rules,
assist and
guide the players through the story and to the conclusion of one ark, and (maybe) into another. Only now, the GM has much more freedom to "Be God" and to make major mistakes. Which is fine, we grow when we make mistakes; as long as we realize that we made them.
By building a world that your
PLAYERS want and not what the GM wants is a step in the right direction. Now you just have to work on courage, fairness, darkness, humor, and finality.
**and for those who are wondering, Brad is an "asshole" player at my table who lurks on these forums, reads them, then brings all those nasty tricks you people post to MY table. But he feeds me beer and fixes my bike... so I can't kick him out
