There are many important pieces to being a good Dungeon Master. The
ideal Dungeon Master is able to think on their feet, come up
with interesting situations that inspire player actions, create
sprawling dungeons that don't get boring, and a million other things.
Trust is perhaps one of the less noticeable elements, but
nevertheless is an extremely important thing for a Dungeon Master to
have. However, it's also a nebulous thing that greatly depends on the
players, and scenario. And it's that topic that I hope to explore
today.
What Is Trust In Tabletop Games?
I think the best place to start is to go over what trust means in
tabletop games. In regards to the Dungeon Master, trust means that the players
feel that you are both against them and for them. Things could go
badly for the players due to pure luck, a bad decision, or for some
other reason. Even so, the players expect that they have a real
chance to succeed (whether actually win or able to escape), and feel the Dungeon Master isn't playing
favourites. For some groups it also means that if things go off the
rails because things turned out to be more difficult than expect, the
Dungeon Master will bring things back on track. For others, it's that
the Dungeon Master will let things fall where they fall. Regardless,
there is a sense of consistency and players know abstractly what to
expect.
The Social Contract
Entering into a tabletop role-playing game is also entering into a
social contract. The specifics can vary from group to group but there
tend to be some common basics. The Dungeon Master should be “fair”,
whatever that means in the given context. One campaign may be more or
less deadly than other but the idea is that there should still be
multiple ways out of a situation. They won't be thrown into
unwinnable situations and all die just because the Dungeon Master
felt like it. It could be that the players expect to die a lot in the
game. It's set up to be deadly. However, since it's part of the
social contract they aren't blindsided and know at a very abstract
level what to expect. That's not to say things can't change, and I've
seen quite a few times where they do. One such example is with a new
group of players. Often times I've seen Dungeon Masters hold back
with them as they get used to the rules. After they get the hang of
things, the training wheels come off.
Doesn't Mean No Danger
There tends to be a second competing condition as well. Players
expect to be challenged in some way. It could be through combat,
through puzzles, through interesting role-play scenarios, or whatever
else. Having the trust of your players doesn't mean you can't kill
player characters off or challenge them with difficult encounters.
However, it means that they will expect you to do so in a fair way
and understand that it is a possibility.
How To Get It?
It's a steady thing that gets built up over time. It's also one of
the reasons I find playing with the same group tends to go smoother.
You have that built trust ready to go, even for a new campaign. It
also important to know that it doesn't mean you need to be right every time. Making a mistake
and correcting things in a satisfactory fashion will help as well.
When doing so, however, I want to make a clear distinction that the
players shouldn't always be happy. Depending on your players, some
may push for what is beneficial instead of what might be fair. There
are still compromises to be made.
Breaking It
Even
if it may be for dramatic effect, I would be very wary of trying to
break the trust of your players. This is not to say that a character
can't betray the players. However, they shouldn't feel that the
Dungeon Master betrayed them. Part of this is making promises. I've
seen before where a Dungeon Master might make promises to individual
players that they can't keep. Don't do this, especially where items
are concerned. A list of items they want isn't a guarantee that they
will get them. Instead, it's the start of a compromise and the
players should understand that too.
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