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As Gamemaster, it's most important to always observe THE RULE OF COOL.
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 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.
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 players must play nicely (“It’s what my character would do.”).
The players must accept your (fair) rulings.
The players must exist in your world.
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 bully them to do what you want. (Players need agency.)
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.