Essence of the DM/GM
By consuming the essence of the DM/GM, you gain several boons:
Game Mastery: You become an actual game master or dungeon master, capable of arranging real campaigns and adventures. You can abstract the abilities and stats of anyone or anything using pen-and-paper RPG-like stats. You can pick any system, make up your own, or combine systems. This may or may not affect metaphysics depending on your choice.
Game Room: You have a game room from which you can enact your abilities. You can influence the world by altering characters, creating adventure hooks, modifying history, or introducing new elements like a huge demon in a holy nation's capital. You can create character sheets and assume the form of those characters, experiencing their backstory, memories, thoughts, and feelings. Alternatively, you can simply slip into their skin whenever you wish.
Group Inclusion: You can bring others into your group, allowing them to create their own characters and set up adventures. This fosters a collaborative environment for shared storytelling and gameplay.
Safety and Resurrection: No one can die, be injured, be sealed, or harmed in any manner while in the game room. If you are killed outside the room, you will respawn in the room a few moments later. The room can change the campaign, giving you access to new worlds. Campaigns can be paused or reset to an earlier point. However, your GM powers do not function outside the game room, though you can still control your character.
Portals: You can create portals to and from your game room. Only those you wish can enter, and you can boot them out with a thought.
World Viewing: You can view the current world and see anywhere within it from the game room, giving you a comprehensive overview of the setting.