Actually, that's a great analogy. There are many similarities between being a good game designer and being a good GM (DM is too D&D specific for this cat ;) ). Non-coincidentally, I spent most of my youth acting as a GM on a daily basis ;)tom_savage wrote:It's also the reason not everyone can be a good DM in D&D.
But yes, a good GM will decide what will be the most fun for the players whether that be to their immediate detriment or benefit. He basically establishes the rules of the world that the players inhabit.
To give you an idea, one of the most successful campaigns I ever ran (which was based on Call Of Cthulhu) ended with one of the players voluntarily shooting the rest of the party dead in their sleep based on the mind games I had been playing with him for an extended period. This wasn't based on loss of sanity points or what have you...this was based on the player deciding it was the only reasonable course of action based on the information I had given him, and thus was the "right" thing to do. Nobody bitched or complained despite losing their characters to it. In fact, the main reaction from everyone involved was "holy shit...that was cool". It became a bit of a legend amongst RPG circles in my own town, and I heard many mentions of it over the years usually from admiring GM's that had heard of it through word of mouth.
I've pretty much devoted my entire life to thinking about games and what makes them fun. Being a nice guy is very rarely part of that equation. Challenge, adversity, consequence of action, inspiring new ways of thinking, and using a player's own perceptions and availability of information "against them", all certainly are.