[quote=Brovo]... Because it . If you have a group of individuals attempting to decide the fate of player X you are more likely to encounter problems than just having the GM do it. Also most people who argue don't actually stop arguing long enough to really think about things and attempt to come to compromise.Oh, and you brought up "common culture", so I expanded on it for you and noted why it's a natural glove fit to have a GM & players: It matches how the rest of society typically functions. Yes, you can do it without a GM, but why would you? That's incredible pointless. The GM's role is to play God and make the world and plot, to manage the excess details so that the players can focus purely on their own characters and on each other. I mean, yes, you could distribute that responsibility over the whole, but... It's not like having a GM stops the players from making suggestions and requests... And it provides a central authority figure from which direction and rule can be established...[/quote] Issues can also be started by the GM giving a ruling on player X's fate though if it's seen to be unfair, or made with other influence/motivation. This and players stopping an argument long enough to compromise though both heavily rely on the player's maturity. And I fully admit a system without a GM should be reserved for those who are more mature, because those who are not mature need someone with a better head on their shoulders making and calling some of the shots. Personally I find there are two main advantages to a lack of a GM. 1. More overall creativity. You have multiple minds going 100% out in creating a plot/story, not one mind with the suggestions of others. Assuming they're mature enough to allow their creativity to co-exist and not override one another's creations it can make the world that much more expansive and meaningful for all the players. 2. Simply more freedom and liberty. I think everyone here would of ran into that dreaded point where you want to keep roleplaying but you have to stop because something happens that only the GM is at liberty to make a decision on. If there is no established GM and everyone shares control that issue can be resolved there by the players present and roleplaying can continue unhindered. Now, this being said. It's not for everyone, it requires a lot of maturity to pull off right, and it's probably not something most people find works for their group. But it is something that at least some players work better in, and have more enjoyable roleplay's as a result of it. It just comes with the extra requirement of the players being able to resolve and establish rule and direction without any one person being responsible to manage it.