The game master (also known as the storyteller) is the role-player tasked with the responsibility of making a plot work. The function of a game master is to provide the Role-Players in his plot with an entertaining, vivid, consistent, and sometimes unpredictable shared imaginary environment by describing that environment and all the Characters it contains. A GM is also responsible for performing administrative duties related to running a plot.
Commonly, there will be at least one Game Master, or 'GM' present in a JP. Their role is multi-purposed. Commonly they will have a commanding, or lead character in the plot. It's not unusual to have an admin GM over a plot GM, as well. Any GM has earned the right to control certain NPCs directly involved with their plot. An example of this is un-important and lowly functionaries of a starship crew, or even an AI. Not any less important, they are also in charge of deciding the outcome of the actions performed by other characters. Game masters also describe the setting your characters are in and usually make the first post. Opening posts generally signal the time and place of a scene.
In the Star Army Role-Play, the person playing a ship's captain is generally the game master for that starship's plot; for example, Wes is the head of the YSS Eucharis plot and also plays its captain, Hanako.
To become or remain a Game Master on Star Army, one must satisfy the following requirements:
Previous GM experience is preferred but not required.
Creating a faction does not entitle someone to be a game master. Game Masters guide plots, not factions. Game masters weave stories around the player characters with the ingredients available (the setting) and those ingredients are usable by all GMs. You are not a game-master unless you're actually running a group of players.
Forum moderators are separate from game masters. Some GMs may be moderators (usually the case for plot forums), while others might not be. Some moderators are not GMs.]
Star Army Game Masters have permission to:
Your primary function is to KEEP YOUR RP ALIVE by being a good GM.
Linear plots (railroading) is good for the GM and story but not good for the players because they're not empowered. A freeform sandbox style empowers the players but is hard on the GM and story. We recommend a compromise in styles where you have a directed flow, some freedom, and genre-based “soft barriers” that push players in the right direction, influencing them with character motivations and in-game consequences instead of OOC fiat. Decide the level of transparency you want to have with your players. Freeform is helped immensely by strong characters.
Remember the participant, the player, is the one creating the roleplay experience and your role as a GM is a facilitator for their imagination. Tell a coherent story because story is what helps us find meaning in life. Provide hooks and let your players fill in the detail.
In any story there are four sub-stories: