What is it I get from being a dungeon master?
That is, within the game itself. Obviously, outside the game there is the satisfaction of worldbuilding with a purpose, of redesigning game imaginatively, of concocting some justification for a thing to exist... and in my case, the hands-on experience of constructing maps that secures me a better knowledge of the real world, which fascinates me, while enjoying the artistic endeavour itself. So far as I know, chatGPT can't meaningfully construct one of my maps yet, no matter how I prompt it, because apparently it can't organise the aspects that make my maps what they are.
Actually, that's a bit of a pity. I'd rather have the maps made worldwide than the effort to make them. Reasons for other effort into other things can always be found.
I have a game coming up tomorrow, and right now, as far as the game goes, I don't know what's going to happen next. I have some potential plans for what the party might encounter, and I have some potentials for what the party might decide to do with those encounters, but I don't have a set plan that A and B and C and D are going to happen. So basically, I don't know what is actually going to come about tomorrow night. As a DM, I have a setting that I can function in because the setting gives me ideas as people move through parts of the setting, and I trust my imagination and my improvisational skills to "come up with things" — not with invented plans, but with inspired ideas from the game world as the players actively go and confront them. But as far as what actually happens, that is outside my ken. I really don't know.
Understand: I am not improvising because I've failed to "prepare" — but because preparation automatically boxes in what the players are free to do, for all the reasons that a lot of writers have named: because if you spend hours making a session, and the players don't want to do it, then you have to railroad them or throw that work away, or ultimately repurpose that work somewhere else... all of which feels like manipulation and gaslighting.
Further, I have prepared. I've spent so many hours building the map and studying the land — because I run the real world with my game — so that I know Hungary, I know Hungarian history, I know the land that the players are in, I know what the hills look like, I know what the rivers look like, I know where they go, I know the people, I know the climate, I know as much as I possibly can know about that part of the world. That's the preparation that I'm doing. Knowing what's made there, knowing what trades there, knowing where the trade patterns are, knowing what the people care about, knowing what the historical character of the time period was... having all of those things. That's my preparation: not to build this particular dungeon that the players have to go in because it's a box, or if you prefer a metaphor that I've used in the past, my game world is not a Midway ride.
This all means I don't need to assemble the "ride" in advance, with painted scenery and a concealed track, waiting for the players to be loaded into the correct car. The Midway ride is more than artificial, it's predetermined under the guise of motion. It gives the appearance of travel while ensuring that every turn has already been decided.
Doing things this way would scare the living shit out of most who wanted to DM. I know this because they've told me so. Not knowing what the game is going to be when they sit down, that is absurdly frightening because they don't trust themselves to come up with something on the spur of the moment. And likewise, they don't think they'll be able to flesh out that thought in the time provided for the game's presentation. And perhaps they're right. I have never DM'd any other way. I did not go through a period in my early game where I used modules every session; at most, I tried a module now and then to fill in a gap, but from the start I just like "DMing by the seat of my pants..." except, in reality, that is not what I'm doing at all.
I am also writing this blog post by the seat of my pants; I write all my posts this way. Which means in essence that I am inventing ideas at the speed of about 60 words a minute, which is more than fast enough for a D&D campaign. The reason I can be creative at this speed isn't just because I've practiced — I can remember when my typing speed did not keep up with my thinking, and worse, when my handwriting did not. It's also because creativity as a writer is a double-sided process made up of what am I writing now and what logically follows from what I'm writing now. There's always the next sentence waiting upon the last one, because logic dictates that the next thing to say is this: if you know what the subject is, you know how to talk about it.
Running D&D is also a chain... and it's not a chain that we build by ourselves. The DM does not build that chain. The players say this, the DM responds to that. The players say that, the DM responds to it. The players are building the chain along with the DM. So long as the DM says things that are more or less open-ended for the players to respond to, the players are going to say things that are more or less open-ended for the DM to respond to. And thus the players slowly and steadily decide that they're going to go up into these hills, and the DM thinks, these hills would logically contain these things, and so I'm going to put these things on this hill, though I don't know when, or where, or perhaps not even if, I'll decide if the moment seems right. After all, I don't want to make that encounter appear like it's instantaneous the moment that the players start to climb the hill.
So I trust that as I tell the players they're climbing the hill, and they're climbing the hill, and they're climbing the hill, I'm not actually "being boring." The tendency is to think that's what we're being, because we grow self-conscious if nothing happens, but in reality we're not alone and the players are thinking continously, filling in the gaps as they climb the hill with a sort of tension... because they're perfectly aware that at any moment something could jump out from behind that rock or that tree, even if, as the DM, I have no intention of having a creature do so.
And so, after a while, you tell the players they're at the top of the hill. The players start to realise that if nothing has happened yet as they climb this hill, they begin to talk between themselves because obviously there's nothing here. That motivates the players to say something else or do something else, which again builds more of that chain, which the I then respond to and the players respond to. And then in the middle of that, something hits me as a DM, "Oh, I know, I'll put a village, a very strange and unexpected village at the bottom of this hill that the players won't know what it is at first glance." But once I put the village there, then the chain begins and we can discuss what's in the village and all the answers and the questions related to the village. And there, we're running D&D. We are not running a railroad. We're not deciding ahead of time what's in the village. Hell, we didn't even know there was going to be a village there five minutes ago, but now there's a village because we've established it. It doesn't matter if I did it on the spur of the moment or if I invented that village three weeks ago on a piece of paper that I now have on the desk in front of me. What matters is that once it's invented, I'm responsible for defining how the players relate to the village. I am answerable. I must know why it is there, what sort of people live in it, what relation it has to the hill, to the road, to the surrounding country, and to the players now that they have seen it. These are things I can know because I know the region in which this village is located.
And so the chain continues into the future of the campaign.
I truly like this process.
I enjoy instantaneously coming up with a rationale for the village, for what they do there, what it's organised around... and most of the time, these questions are answered within a few seconds of the player's querries. Certainly, there are some who would see this as cheating, or even "faking" the world... but again, it does not matter when the village comes into existence... what matters is that, once it's here, not only does it remain consistent as to itself, it must affect every other thing surrounding the village. Because, after all, a village is not limited to its own environs. Those in the next hex are influenced also, because they know perfectly well the village is here. That it has always been here. Only the players and the DM did not know it.
Vonnegut's novel Slaughterhouse Five comes to mind because of the way the aliens in it, the Tralfamadorians, talk about time. Time to a Tralfamadorian isn't a sequence of disappearing moments, but a field of fixed landmarks that only happen to be "sequenced" because of the way that humans conceive time. To a human, the village I've invented came about five minutes ago. To a Tralfamadorian, it's always been there, waiting in the future, for me to stumble across it when the time came.
Moving to a different author, if you will, I'll pull Tolstoy now, who after the body of War and Peace talks at length, for more than a hundred pages, about fate. Tolstoy relates time or events as we perceive them as the bow wave of a boat moving through water. In his conception, all the events of the present are affected and "pushed forward" just as the boat pushes the wave... but because in time we only perceive the edge of the wave, we imagine that we can choose to go this way or that, that our consciousness allows a choice to be made, as though we are in control of our consciousness. To put it as Tolstoy does, we look at the bow wave as though it is pulling the boat — that the wave "turns" left and that the boat follows, or the wave turns right, and so on... whereas, in fact, the bow wave has no control at all, and neither do we, as we are required to make the decisions that are forced upon us by all the decisions that have been made prior to the moment we experience as the instantaneous present.
Taken at it's word, this view dictates that when I think, "Oh, I know, a village..." in fact, I was never in a position to force that thought to arise in my brain at all. That was not a moment of my making a decision, that was a moment of my brain spontaneously, and apparently randomly, impressing upon me, without my compliance, that a village ought to be at the bottom of the hill. That is a very difficult thought for a lot of people, but I'm quite comfortable with it — since, quite right, it would be impossible for me to decide to invent a village before actually inventing the village, or thinking its a good idea before spontaneously thinking its a good idea.
I have no idea why my brain would impose a village on me, of all the random things it might impose at that moment. I'm comfortable with not caring about that. I trust it will happen, because this is the manner I seem to think. But it isn't really in my power to decide whether or not I shall trust it, either, because that too is the bow wave... and at this point, I shall stop hurting the heads of my readers, who must by now realise that this post was not considered in advance before I decided to write it, either.
The logical end of this post is to describe "time" as a ride that we're on, that we don't control, that for whatever reason I've decided (without deciding or even being asked) to enjoy some of that ride in the process of D&D, and then to bow out looking all clever and shit because I've read Vonnegut and Tolstoy. Whom, really, the reader ought to read. All that matters here is that I enjoy D&D because it makes me think at a scramble in a way that no other activity does, which is why I find myself returning to running it every now and then, instead of just designing it.

