the 10 commandments of good gamemastering

1
7/26/2019 The 10 Commandments of Good Gamemastering http://slidepdf.com/reader/full/the-10-commandments-of-good-gamemastering 1/1 The 10 Commandments of Good Gamemastering: 1.  Thou shalt know the rules 2.  Thou shalt be prepared 3.  Thou shalt be committed to having fun 4.  Thou shalt be fair and impartial 5.  Thou shalt be firm in decisions 6.  Thou shalt have patience with noobs or jerks 7.  Thou shalt be inventive 8.  Thou shalt be animated 9.  Thou shall not fudge dice rolls 10.  Thou shall not railroad The Commandments amplified: 1.  You must have an intimate knowledge of the rules of the game to be an effective gamemaster. Rules disagreements bog down the game and detract from the ambience and enjoyment. 2.  Books, a prepared adventure, maps, dice, scratch paper, pencils, a gum eraser, battlemat, water-soluble pens, miniatures, whiteboard, dry erase pens, personal refreshment are all useful in staging an adventure. Some even used overhead projectors and transparencies. I bring extra paper, pencils and dice for unprepared players. Anything you can think of that will enhance your session should be considered. 3.  The object of rpgs is to have fun. Don’t get into extended arguments. Don’t drone on with some endless descriptive text. Don’t insult anyone. Do make your speech lively. Do become excited. Do keep your players guessing. Do cackle (or laugh). 4.  Period. There is no room in roleplaying to favor your sweetie or punishing a fellow you don’t like. The dice are the great equalizers in rpgs and don’t need any help from a mushy or vindictive gamemaster. If you can’t be fair and impartial, you wil soon have no group! 5.  This commandment goes hand-in-hand with the first one. You cannot be decisive in your decisions without a firm grasp of the rules. Brook no heated disagreements. A rules call may be questioned but the gamemaster is always  right! Any adjustments required should be handled after the session to take effect next session. 6.  There are people out there who just want to jerk your chain. There are others who have a difficult time with the concepts of roleplaying. Both require patience from the gamemaster. A newcomer should be gingerly encouraged and coached without showing favoritism. If the cretin is too obnoxious, he can always be asked not to return. 7.  There are times when you are going to have to wing it. There’s an old adage that says a party never  does what the GM has planned for it. Have your random encounter tables ready. Having a few NPCs on hand will help. New traps, tricks or puzzles may be necessary. Always be ready for the unexpected. 8.  You don’t need to be an actor but no one wants to listen  to a drone. If you’re good with voices , put some life into your NPCs. Lower your voice for dark and gloomy descriptions. If you pen your own adventures, write animated prose. You want to create moods, excitement, fear, anger, lust, and wariness, the full gamut of human (or demihuman) emotion. 9.  Dice are sacrosanct. Dice rule! If rerolls are allowed, specify the circumstances (in my games, only cocked dice or rolls off the table are rerolled). Now, behind the screen, I abide by the same rules but some gamemasters have a softer heart than I. If  the dice are simply unfair , some GMs will make a slight adjustment to favor the players. It is not a practice I condone but it won’t unbalance a game unduly if used sparingly. 10.  There are games out there in which the  gamemaster  is called a “Storyteller.” If you’re running an rpg, the characters  should write the story, not you. In your meticulously crafted adventure you should not have included any element that must be performed for the adventure to be successful. Now, obviously, if the adventure takes place in the city of Wolfling, the party may need to travel there. If they must rigidly perform Step A, Step B and Step C to succeed in the adventure, that is not good gamemastering. A railroad is an adventure on a straight line, linear, and that is to be avoided. ©2013 Polyhedron Games LLC http://www.polyhedrongames.com Creativity is Our Product

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Page 1: The 10 Commandments of Good Gamemastering

7/26/2019 The 10 Commandments of Good Gamemastering

http://slidepdf.com/reader/full/the-10-commandments-of-good-gamemastering 1/1

The 10 Commandmentsof Good Gamemastering:

1. 

Thou shalt know the rules2.

 

Thou shalt be prepared3.  Thou shalt be committed to having fun4.

 

Thou shalt be fair and impartial5.

 

Thou shalt be firm in decisions

6. 

Thou shalt have patience with noobs or jerks7.  Thou shalt be inventive8.  Thou shalt be animated9.

 

Thou shall not fudge dice rolls10.

 

Thou shall not railroad

The Commandments amplified:

1. 

You must have an intimate knowledge of the rules of the game to be an effective gamemaster. Rules disagreements bog downthe game and detract from the ambience and enjoyment.

2. 

Books, a prepared adventure, maps, dice, scratch paper, pencils, a gum eraser, battlemat, water-soluble pens, miniatures,whiteboard, dry erase pens, personal refreshment are all useful in staging an adventure. Some even used overhead projectorsand transparencies. I bring extra paper, pencils and dice for unprepared players. Anything you can think of that will enhance

your session should be considered.

3. 

The object of rpgs is to have fun. Don’t get into extended arguments. Don’t drone on with some endless descriptive text. Don’tinsult anyone. Do make your speech lively. Do become excited. Do keep your players guessing. Do cackle (or laugh).

4. 

Period. There is no room in roleplaying to favor your sweetie or punishing a fellow you don’t like. The dice are the greatequalizers in rpgs and don’t need any help from a mushy or vindictive gamemaster. If you can’t be fair and impartial, you wilsoon have no group!

5. 

This commandment goes hand-in-hand with the first one. You cannot be decisive in your decisions without a firm grasp of therules. Brook no heated disagreements. A rules call may be questioned but the gamemaster is always right! Any adjustmentsrequired should be handled after the session to take effect next session.

6. 

There are people out there who just want to jerk your chain. There are others who have a difficult time with the concepts ofroleplaying. Both require patience from the gamemaster. A newcomer should be gingerly encouraged and coached withoutshowing favoritism. If the cretin is too obnoxious, he can always be asked not to return.

7. 

There are times when you are going to have to wing it. There’s an old adage that says a party never  does what the GM has

planned for it. Have your random encounter tables ready. Having a few NPCs on hand will help. New traps, tricks or puzzlesmay be necessary. Always be ready for the unexpected.

8. 

You don’t need to be an actor but no one wants to listen to a drone. If you’re good with voices , put some life into your NPCs.Lower your voice for dark and gloomy descriptions. If you pen your own adventures, write animated prose. You want tocreate moods, excitement, fear, anger, lust, and wariness, the full gamut of human (or demihuman) emotion.

9. 

Dice are sacrosanct. Dice rule! If rerolls are allowed, specify the circumstances (in my games, only cocked dice or rolls off thetable are rerolled). Now, behind the screen, I abide by the same rules but some gamemasters have a softer heart than I. If  the

dice are simply unfair , some GMs will make a slight adjustment to favor the players. It is not a practice I condone but it won’tunbalance a game unduly if used sparingly.

10. 

There are games out there in which the gamemaster  is called a “Storyteller.” If you’re running an rpg, the characters shouldwrite the story, not you. In your meticulously crafted adventure you should not have included any element that must be

performed for the adventure to be successful. Now, obviously, if the adventure takes place in the city of Wolfling, the partymay need to travel there. If they must rigidly perform Step A, Step B and Step C to succeed in the adventure, that is not goodgamemastering. A railroad is an adventure on a straight line, linear, and that is to be avoided.

©2013 Polyhedron Games LLChttp://www.polyhedrongames.com 

Creativity is Our Product