GMs with more experience can improvise better than those with little experience. That doesn’t help the GM shortage.
Gamemastering is a (usually unpaid) job, and like any job it’s sometimes fun, sometimes not. Most people would rather play character(s) than game master. Published adventure modules have reduced the burden on GMs, effectively doing much of the planning for the GM.
Consider how popular ready-made adventures are. In a sense, commercial modules have replaced random dice tables as a way to help out GMs, especially novice GMs. Original D&D encouraged improvisation partly because ready-made adventures were scarce at the time. Yet if GMing were all improvisation and “home brew”, there would be many fewer GMs.
Some people believe that the more the GM improvises, the more input comes from the players. I confess I don’t see that. But here again, those who are opposed to storytelling RPGs may feel that players have more Agency (effect on what happens) when the GM improvises.
I strongly suspect that fans of improvisation see it as a “defense” against linear storytelling. Storytellers must control what happens, most create their stories beforehand, so they must plan and control what happens to match their story. Yes, there are a few people who can improvise a good story, making it up as they go along, but those are likely as rare as comedians who are great at improv. Where much or all of an adventure is improvised, detailed storytelling will almost never exist.
If the GM relies on dice tables for improvisation, skewed results (as in a wildly unlikely die roll for monsters or treasure) can be even worse.
I believe in being prepared. There was a time early in my D&D play when I would roll for random monsters and roll for what turned up as it appeared. Now I roll up a few on my own tables matched to the area ahead of time so that the game can move along rapidly, and so I know exactly what’s going on. I can also avoid ridiculous monsters or treasure turning up.
That said, I think everyone has to improvise at least occasionally, because no set of rules covers Everything. Players will often go where you didn’t expect them to go. But by setting up a situation rather than a particular path, I can and do avoid most improvisation.
Your Turn: As a player, do you prefer your game masters to improvise?
The Virtues of Published Adventures
We previously discussed improv as a form of play, which has changed out of necessity from being the only way to play (because there were no published adventures) to a less common approach. There’s a reason for this.Gamemastering is a (usually unpaid) job, and like any job it’s sometimes fun, sometimes not. Most people would rather play character(s) than game master. Published adventure modules have reduced the burden on GMs, effectively doing much of the planning for the GM.
Consider how popular ready-made adventures are. In a sense, commercial modules have replaced random dice tables as a way to help out GMs, especially novice GMs. Original D&D encouraged improvisation partly because ready-made adventures were scarce at the time. Yet if GMing were all improvisation and “home brew”, there would be many fewer GMs.
Improv Pros
Improvisation may be more fun for some GMs, because they don’t know what will happen ahead of time. They can feel more like a player, less like a GM. I think this is a strong attraction for some, despite the extra time it takes to roll on tables to determine what happens. Fair enough, but that’s not a recommendation that everyone MUST do it this way, or that it is mysteriously superior.Some people believe that the more the GM improvises, the more input comes from the players. I confess I don’t see that. But here again, those who are opposed to storytelling RPGs may feel that players have more Agency (effect on what happens) when the GM improvises.
I strongly suspect that fans of improvisation see it as a “defense” against linear storytelling. Storytellers must control what happens, most create their stories beforehand, so they must plan and control what happens to match their story. Yes, there are a few people who can improvise a good story, making it up as they go along, but those are likely as rare as comedians who are great at improv. Where much or all of an adventure is improvised, detailed storytelling will almost never exist.
Improv Cons
A danger of improvisation as a “way of life” in GMing is the possibility of “brain fever” results in the heat of the moment that work poorly for the game in the long run. It can be fantastical rather than sensible, like a whacko novel rather than a typical one. The “Rule of Cool” (“if it’s cool, put it in the game”) tends to sneak into improvisation. Some like that, many do not.If the GM relies on dice tables for improvisation, skewed results (as in a wildly unlikely die roll for monsters or treasure) can be even worse.
My Preferences
Some people tout maximum improvisation to be the best way to play. This isn’t my preference, but shows yet again that there are a great many ways to enjoy RPGs.I believe in being prepared. There was a time early in my D&D play when I would roll for random monsters and roll for what turned up as it appeared. Now I roll up a few on my own tables matched to the area ahead of time so that the game can move along rapidly, and so I know exactly what’s going on. I can also avoid ridiculous monsters or treasure turning up.
That said, I think everyone has to improvise at least occasionally, because no set of rules covers Everything. Players will often go where you didn’t expect them to go. But by setting up a situation rather than a particular path, I can and do avoid most improvisation.
Your Turn: As a player, do you prefer your game masters to improvise?