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Six ov Swords's avatar

"GM-as-pressure-valve" is a great metaphor and fits with everything I've learned over the decades.

I wonder, too, whether fictional genres in general can be "dialed in" using this metaphor. In one of your games, or a game of Mothership, the GM's job is to double-down on pressure when, in a game of 5e or Daggerheart, the GM should be letting up. It also helps create a rhythm that you can later subvert to create new expectations.

I think this is close to what I had in mind when I wrote a tiny manifesto a little while ago about "being a fan of the world as much as you are of the players." You're a fan of the PCs, and of all their attempts to master the world... But you're also a fan of the world, its cohesion unto itself, and you're a fan of the ways it fights back to avoid being changed or influenced.

I'd hazard that many players also fall more deeply in love with a world that resists them.

J. Claypool's avatar

I would guess every GM has spent a game session frustrated because players aren’t going for any story hooks (I know I have).

However, (according to your post here) even if you have story hooks (or character drives) to motivate players… if you don’t also place some pressure on them to act… those hooks won’t move the game forward. I think you’re on to something.

This is a really cool observation.

Thanks for writing!

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