Essence of the DM/GM

Essence of the DM/GM

*You become an actual game master or dungeon master, as in you can arrange for actual campaigns and adventures. You can abstract the abilities and stats of anyone or anything through pen and paper rpg like stats if you wish. Pick any system, make up your own, it doesn't stop you from not using any system but it is a convenient representation regardless. This may or may not fiddle with metaphysics depending on what you pick. Yes you can combine systems.

*You have a game room from which you can enact this ability and can influence whatever world you are in by altering characters, the world, creating adventure hooks, adding or modifying history of a world, or dropping a huge fucking demon in the capital of a holy nation for shits and giggles. You are a GM and have that sort of ability. You can even create your own character sheets and assume the form of that character. The characters backstory, memories, thoughts, feelings, and any other complexity you both adding to them will effect you while in that form. Or you can simply make them and slip into their skin whenever it strikes your fancy. 

*You can bring in others to add to your 'group' giving them the ability to come up with their own characters and set up adventures if you are feeling like hanging out.

*No one can die, be injured, be sealed, or harmed in manner while in the room. If you are killed outside the room you will simply respawn in that room a few moments later. The room can 'change' the campaign giving you access to new worlds. Campaigns will remain paused as long as you want if you get bored with them and want to come back later or simply be reset to an earlier point. That said none of your GM powers function outside of the game room though you can still take control of your character.

*You can create portals to and from your game room. Only those you wish can come into the game room and can be booted out with but a thought.

*You can view the current world and see anywhere within it from the game room.