I have been a so called "Game Master" or GM for roleplaying groups for several years now and one thing has always been itching at the back of my head.
Why has the media decided to brand roleplaying as the pinnacle of nerdy activity? I always roleplay with friends, and to us it's a time to sit and socialize, shoot the breeze and have fun. To me, as the gamemaster, it's an opportunity to tell a story, to engage my players in an adventure. Screw all the boring rules and "dungeon crawls", we do it for the FUN. The rulebooks? Stuff that! That's mostly for direction in any case. We don't sit hunched around a calculator running advanced algorithms for killing goblins, no! I serve up a story and land the players in a series of situations, and they find solutions! It's all about solving problems, be it to blow up a ship or negotiate an important deal. And all in the meantime, the storyline that binds it all together and keeps the players wanting to move forward, wanting to find out what's going on and how they fit into it, and how they can affect it. Nothing is static, at least not when I'm the GM. Anything can happen. Imagination is the only limit.
Maybe my RPG groups are unusually non-nerdy, maybe we are rare in our focus on just having fun in the company of good friends, but I hope that's not the case.
So in ending I turn to you folks: why the hate? What did we do wrong?
Why has the media decided to brand roleplaying as the pinnacle of nerdy activity? I always roleplay with friends, and to us it's a time to sit and socialize, shoot the breeze and have fun. To me, as the gamemaster, it's an opportunity to tell a story, to engage my players in an adventure. Screw all the boring rules and "dungeon crawls", we do it for the FUN. The rulebooks? Stuff that! That's mostly for direction in any case. We don't sit hunched around a calculator running advanced algorithms for killing goblins, no! I serve up a story and land the players in a series of situations, and they find solutions! It's all about solving problems, be it to blow up a ship or negotiate an important deal. And all in the meantime, the storyline that binds it all together and keeps the players wanting to move forward, wanting to find out what's going on and how they fit into it, and how they can affect it. Nothing is static, at least not when I'm the GM. Anything can happen. Imagination is the only limit.
Maybe my RPG groups are unusually non-nerdy, maybe we are rare in our focus on just having fun in the company of good friends, but I hope that's not the case.
So in ending I turn to you folks: why the hate? What did we do wrong?