Saturday, April 15, 2023

Rise of the meta-GM

If you find yourself flicking through one RPG system, like Imperium Maledictum, and thinking to yourself that it could be played with XD20 or Basic Roleplaying (BRP), then you might be a meta-GM.

Meta-gaming, from the player's point of view, is when a player uses their personal, real-life knowledge of the game rules or setting to guide their in-game character's actions. Sometimes this is useful, or at least tolerable, and sometimes this can disrupt or short-circuit a scenario. 

Meta-gamesmastering, the domain of the meta-GM, by extension, is when the GM or referee uses their personal, real-life knowledge of the patterns of RPG mechanics and game design to guide their in-game practice, improvising, interpreting, anticipating, or modifying the procedures of the game system in use at the table.

The phrase came to me because I'm in the situation of GMing for friends and players new to gaming and perforce using their preferred system—Dungeons & Dragons 5e. D&D has its faults, but for new players it's a smooth and engaging introduction to fantasy RPGs. All the same, D&D's exception-based structure and parade of feats and special cases has the tinkerer looking at how others adapt the core rules, which led me to the Dungeon Craft channel and this hugely informative take on the core mechanics of the D20 system: You Don't Need Apps to Play D&D

This really means that you don't need the D&D app, loaded with sourcebooks and rules links (or even, in fact, the rule book) to make a determination at the table about success or failure, especially within a statistically "balanced" system. The Professor DM has often referenced XD20 and, in particular, the insight that there are only 20 numbers on a d20—so however complex the decision tree around chances of success or failure, the end product is only ever a roll of a d20 with 20 possible outcomes, and for any given roll a few points either side of the target are rarely significant. 

Which, in meta-gaming terms, leads us to a table like this (with apologies to Dungeon Craft):

Roll a D20 —Did the character succeed?
20 — Yes! A 20 always succeeds and the roll is taken as a critical success
15+ —Yes — a high roll succeeds
10+ —Yes, perhaps. The character usually succeeds, if proceeding with skill OR an advantage (situational bonus, weaker enemy)
6+ — Maybe, but only with skill AND situational advantage, otherwise, mostly no; the GM decides.
2+ — No (there's always a change of failure from 1-5)
1 — Fail! The worst possible roll is always a failure or a fumble

You might notice, as a meta-GM, that this table itself only has six rows, which, with a glance at And Play, can be further abstracted thus:

Roll a D6 —Did the character succeed?

6 — Yes! A 6 always succeeds and this is often the best possible result
5+ —Yes — a high roll succeeds (unless the task is desperate or foolhardy)
4+ —Yes, probably. The character usually succeeds, all things being equal, unless the task is notably difficult or the character is challenged or unprepared)
3+ — Maybe, but only with skill OR situational advantage; the GM decides
2+ — No, unless the task is easy and the character is fully prepared; the GM decides
1 — Fail! The worst possible roll is always a failure or a fumble (always a chance of failure)

So, if the GM (or DM) is playing as a referee, mediating between the rules and the players but working within the general structure of the system, which includes adapting the given procedures for situations that aren't specifically anticipated, such as calling for an ability check when no specific rule applies, then the meta-GM is applying their knowledge of the rules and the general processes and trends to emulate the experience without strict reference or fidelity to the rulebook.

This might be the trick to FKR style play: you're still running a game, not proceeding by GM fiat, but the meta-GM has tools that generate the same experience with fewer intervening processes.

This isn't necessarily the best or easiest way to play. With a balanced, grounded system like BRP and engaged players, running encounters within the frame of the published rules can make for great sessions. Adjust the meta/in-system balance to your taste (and keep the d6 handy).

But, as I suggested earlier, if you wanted to pick up the concept of a game but not the overhead of the system itself, then the path of the meta-GM beckons. The premise of Imperium Maledictum, playing the agents of a powerful yet flawed patron against the grim background of intrigue and violence of the Warhammer 40K setting, is intriguing. Perhaps it would also work well as a gritty medieval fantasy, restaged in the mazy courts and alleyways of a city on the borderlands? Can the meta-GM then run everything with a handful of gothic-looking d6s?

A d20 and a d6 on a table

In X-Treme Dungeon Mastery 2E, the Hickmans liken their XD20 system to the custom car engine that the GM has to attach to the transmission to turn the wheels of the game. That’s the meta-GM role: assembling the engine and welding it to the chassis to make the custom vehicle for their game, their adventures. The particular parts you choose—d6, d20, d100—classes, skills, abilities, counters, and stage-dressing, are all up to you.