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Gamemastering 101

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The Rule of Cool

As Gamemaster, it's most important to always observe THE RULE OF COOL

  • If you are all having fun, it’s FINE.
  • If someone/anyone is not, it’s NOT FINE.

This is your game, this is your experience. TTRPG game rules are a scaffolding around which you can place almost anything. You’re truly only limited by your imagination. If you want the walls to be pink, then they’re pink. There’s no ‘wrong’ way to do it but, there’s an implied ‘social contract’ around the table. All of you need to be aligned in order for this to work.

Screen Skills

Screen skills are the technical skills and strategies needed to run a TTRPG. There are four main skills: verisimilitude, trust, preparation, and improvement. 

Verisimilitude: The rules must be consistent. House rules are fine, but need to be applied consistently. 

Trust: Trust in the rules and the system. Know enough of the rules and at least the basic resolution mechanic(s). When in doubt, roll a dice! 

Preparation:  In sandboxes, where the players can go anywhere, it's easy to lose the narrative. There is a reason dungeons, confined spaces, are the default situation. In a sandbox, you need to have bumpers in place; plans to get players back on track. Railroading is fine if the journey is worth going on. Agency is important, but don't be afraid to subtly or not so subtly point things out to players.

The Quantum Ogre: It both exists and doesn’t exist. If you need the players to have a certain encounter and they don't seem to be getting there by normal means; that encounter is in the next room. But once it’s been observed, it has always been there. Don’t tell anyone and no one knows the difference. Isn’t this “railroading”? Sort of, but – again – if they didn’t know, how could they call it “railroading”?

Improving: There are no original ideas left. Steal, borrow, and modify what you want to use, and use it quickly. The average game/campaign rarely gets past 7th level (~12-20 sessions). The urge to create something entirely original is honorable, but there are only so many stories and far too many people. Don’t feel you are ‘ripping’ something off, unless you’re trying to make money off of it. It’s a game and if you are all having fun – IT DOES NOT MATTER. 

Steal Weirder Ideas for Your D&D Campaigns (2:07)

Players Expectations

While playing, there are certain expectations for players in order for the game to work.

The players must play the game; accept the conceit.

  • The gamemaster is responsible for running the game to the best their ability, but the players are responsible for playing. If it’s agreed there are no wizards, they can’t play a wizard. If it’s a horror game, they are expected to be (act) ‘afraid’ and accept they may lose a bit of agency.

The players must play nicely (“It’s what my character would do.”).

  • There’s a tension between what a player has designed and the demands of the game. If they can’t collaborate and try, then they need to leave the table. The lone wolf doesn’t deserve all the time they demand. Box them out.

The players must accept your (fair) rulings.

  • The Rules Lawyer can be your friend, but all players should try and learn their rules (i.e., The wizard needs to know what their spells do). The Proactive Player (or GM-Player) can be your best friend. However, you make the final ruling and players should accept it.

The players must exist in your world.

  • They have to engage with your world on the terms YOU set forth. If their background doesn’t match with your world, they should work with you to change it. If there’s a dragon that threatens their home village and they don’t care, they aren’t really playing a hero. If you have a cabal of villainous bad guys, the players should accept them as bad guys. They’re not allowed to re-write your world without your permission. (Example: A player shouldn't have a 12-page background and a 1st level character shouldn't have the renowned heroism of a 20th level character.)

Gamemaster Expectations

Similar to Player expectations, there are some expectations that the Gamemaster must remember during play. 

You are not GOD. (You are the judge, not the executioner.) 

  • You may not arbitrarily change the world for your benefit. The relationship between player and gamemaster isn't always combative. You play the villains, but the dice should decide the player's fate. You can't play favorites among your players. 

You may NOT bully them to do what you want. (Players need agency.)

  • This is not your story; it's your players. Only with extreme caution and care should you ever strip them of their agency (mind-control, fear effects, etc.) and you should always return it to them to as soon as possible. 

You are NOT a storyteller. (Agency - again because its important!)

  • If your story doesn’t go as planned, please refer to the RULE OF COOL. If you have a planned ‘ending’ expect it to never happen that way – because it likely won’t. TTRPGs are collaborative storytelling, where the players decide the action. While no one "wins" or "loses" in a TTRPG, a well-run game, even if the outcome isn't in the players' favor, should feel good. 

You are NOT a writer. 

  • This isn't your story; it's your players'. A gamemaster gets to create a world, but it should be limited to the boundaries of your players' senses and actions. Lore and history are only okay when it's immediately relevant to your players and their actions. You can write it for yourself, but don't burden your players' with it, unnecessarily.

You are NOT a fortune teller. (Prepare and improve.)

  • You cannot predict what the players will do. You can guess and prepare, but we have to adjust when necessary. Don't be the train conductor. Let them take over the train, run it off the tracks, and see where it goes.