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Theory Application

Trust at the RPG table

Why does trust matter between a GM and the players?

Trust can help create a sense of security for players to feel like their ideas will be heard and generate a sense of predictability in game.

An RPG table is a place full of wonder, intrigue, fun, laughter and perhaps most importantly, vulnerability. The relationship between the GM and the players requires that each person give of themselves. Sometimes it’s creativity in world building, sometimes it’s taking the risk of using a funny voice or accent. In each case showing a creative idea at an RPG table requires people to be vulnerable. Some ideas require more vulnerability than others, but no matter how much a player feels vulnerable a solid foundation of trust can help players to feel comfortable enough to express their ideas.

I made a video about this topic and you can watch it here if you’re interested.

In the video I talk about a few different things like:

Power dynamicsAs a GM you are someone with authority. Try not to abuse it. Players naturally know less about the world and therefore have less power than you. Try your best not put players into situations where they are uncomfortable.

Carl Jung expressed his opinions on power dynamics very effectively when he developed the three conditions of person centered therapy. I try to remain true to these conditions as a GM to keep the game focused on the players. Here are the three conditions:

Unconditional Positive Regard is when therapists/GMs must be empathetic and non-judgmental to convey their feelings of understanding, trust, and confidence that encourage their clients/players to make their own decisions and choices.

Empathetic Understanding means therapists/GMs accept their clients’ thoughts and feelings. This acceptance may push a GMs boundaries but that initial empathy helps to avoid a sense of moral superiority or condescension from the therapist/GM.

Congruence is when a therapist/GM carries no air of authority or professional superiority but, instead, presents a true and accessible self that clients can see is honest and transparent.

Group Norms/Informed Consent

If you’re starting with a new group of players for the first time, talk with your group during session zero and establish some ground rules for the game. This is not an essential step for all groups but some small time given to this in the beginning can help hold group members accountable.

This is especially helpful if you are running a game for people you don’t know. Consent helps to resolve some disputes because it helps players and GMs to know when certain lines are crossed and helps to keep people accountable. There is an invaluable resource from Monte Cook games about this topic that I suggest you take a look at if you’re interested in learning more about this idea.

You can find a link to their resource here:

Consistency of the Rules

Nothing stings a player more when the GM changes the rules for one player and not another. Some groups are only by the book and are less flexible regarding rules during the game. You need to determine what kind of game you are planning on playing. If you do change a rule record that change and try to be consistent with it. If you are corrected by a player be open to the correction. Don’t just smack it down if it’s inconvenient.

Regularity of Sessions

Set a scheduled game and establish when it will occur. Stick to that schedule. If people back out or flake out that’s fine, but if you care about running a game this step will help potential players know how serious you are.

That does not mean that you cannot cancel sessions if you need to, but it does mean that as a GM you need to be conscious enough of your own schedule and level of energy to commit to running a game as regularly as you feel comfortable.

Mixing up Facts

If your player needs to pray to their god in order to activate a divine ability. don’t punish them if they forget the name of their god, or mispronounce it. Nothing erodes trust faster than punishing a player for something small and inconsequential.

Model the behavior you’re looking for.

“Play is often talked about as if it were relief from serious learning, but for children play is serious learning. At various times play is a way to cope with life and to prepare for adulthood. Play is a way to solve problems and express feelings.”

– You are special, Fred Rogers.

Nothing speaks more loudly than the Game Master’s behavior, which influences player action and has the potential to drive their choices. If you say teamwork is important, reinforce the point by rewarding teamwork with your players. Or show a group of NPCs using the behavior you hope your players to emulate. Give credit when people do great work and you’ll set the stage for an appreciative culture.

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