Headhunter Jones said: Most games that have a GM discuss his role relative to the players' role. In discussing the role of the DM, the 3.5e DMG says: "You are the master of the game - rules, the setting, the action, and ultimately, the fun." (pg. 4) "In your role as Dungeon Master, you're the focus of the game." (pg. 5) "If the game is fun, it'll be to your credit." (pg. 5) It's understandable why some DMs believe they're the game and that the fun is on entirely on them with advice like this. The following edition doesn't take this tact and it seems like a lot of other games might not either. I'm hoping to see specifically what other games say about this aspect of GMing and how that aligns with everyone's particular viewpoint. Not to discount the source, or tout an air of arrogance, but if you're taking statements like those too seriously, you wont enjoy the game, and you wont be having fun. Yes, being the GM is a responsibility. Yes, being the GM is work. So is owning a puppy. If you're not having fun, and the players aren't having fun, then there is no point. To that end, there needs to be give and take between both groups, and contribution from both ends. If I, the GM, am not making content which interests, or engages my players, no matter how much I might enjoy it - I'm not being an effective GM. If the players are not engaging me, expressing their own goals and interests, or trying to develop their characters, I don't enjoy the end product. Yes - it is my *responsibility* to manage the narrative they play in, and sure, if they have fun, they will probably thank me - but as Star points out, if the players are not deriving their own enjoyment from the game, the GM will likely grow tired of putting the work in, and hang up his hat. You're not just a rules lawyer, you're a narrator and observer, traveling along on the adventure... and that is a story you should love to watch.