Last time I shared my vision for approaching roleplaying games as a sacred imaginary birthright, a means to transcend - if only for a little while - the mundane rush of everyday life and replace it with worlds of wonder shared through collaboration with other human beings. Collectively, we have the ability to imagine and create for ourselves shared secondary worlds, inhabit them with characters whom we individually care about, and share their stories through the medium of the roleplaying game.
Building on this vision, today I want to explore some thoughts that have been bubbling under the hood as I have been wrestling with my diagnosis of Generalised Anxiety Disorder. I want to explore the Rules that I have - over a lifetime of gaming and roleplaying - constructed around the concept of being the Game Master.
Many thanks to Derek and Josh for their valuable call-ins!
Game on!
My Thirteen GM Rules Compiled:
Playing games should be a positive and enlightening experience for everyone at the table
It is the gamemasters responsibility to make sure the players are having a good time
The GM needs to know everything about the game system and the game world before play begins
The GM should not force the players to play their predesigned adventure
The player is sovereign over their character
The GM should be prepared to handle any choice the players make
The GM should never look anything up at the table
Always make honest die rolls, no fudging be bound by the results
The monsters or opposition should always act in a rational and tactically understandable way
The game world needs to make sense to everyone at the table
Players expect you to be able to answer any question they ask
Players expect you to challenge them but ultimately to let them win
It's wrong to kill the player characters
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