[quote=Kestrel]Nah. The only issue is presence. You act as a mediator; if conflict arises, you ask them to talk to you before they talk to each other. You gather their concerns, get a grip on the situation and base a decision off of it. Also explain your course of action.[/quote] You must of had very obedient roleplaying friends though if you honestly think that. People aren't always going to get along just because you try to act as a mediator, conflict can happen and often times a third party like a GM getting involved only escalates it. [quote=Kestrel]... No. Above all else, you're a facilitator. You provide the setting and plot for people to tell a story in. And I use storytelling loosely. However, besides the IC environment, you're also responsible for the OOC environment. If you allow shitstorms to rage on, you're doing a bad job as a GM. Take this from me; one shitstorm is enough to kill an entire game. But here's the thing. You don't give up, shrug and say "Well, I guess they just weren't a good mix." You make sure everyone sits down and talks it out. You create an environment where conflict is resolved. A lot of things can be resolved if you act quickly and properly, and your RP's will be healthier for it. Even if you lose a player or two in the process, simply creating that environment is an assurance to other players. People adapt to their environment, especially if they want to fit in, so make it a positive one. [/quote] Actually yes. You're right in that one shit storm can kill an RP, but that doesn't make you the Roleplayers parent. Nor does it mean that they need one. An RP's survival is not simply the result of a good GM, it's a result of group effort. The GM could do everything good and it still falls apart because players don't get along. A GM could do everything wrong and it still lasts because the players learn to get the RP moving regardless of (or without) the GM. Can you solve some issues by intervening quickly? Yes, but that doesn't mean that is a GM's constant job. If a GM is always butting into other people's conflicts as if they're the dictator of all conflict or issues you'll only piss people off because you're essentially removing their own ability to act and think for themselves. Good intentions or not, GM's who try too hard to dictate or control how players act are the one's who eventually get players walking out on them because they're being too controlling. Like you said, people adapt to their environment. Especially if they want to fit in, which only helps to highlight people are capable of resolving issues without constant GM interference. Or if you treat them like children that need to be controlled that's exactly what you'll get, rowdy children.