Ten Commandments of Game Mastering
Because I don't think I'd never seen this before today (and so I figured others might not have either), and because it seems particularly relevant in light of some of the near-paranoid posts in the "Focus" thread, I thought I'd post this:
PHIL FLEISCHMANN'S
The 10 Commandments of Game Mastering
1. Thou shalt watch thy players for signs of boredom. Thou shalt be prepared to allow them to kick some booty just for fun once in a while, even if it temporarily diverts from thy storyline.
2. Thou shalt not bear false impressions of the world to thy players. They must understand the basics of how the world works. Thou shalt not portray mooks as masterminds, nor extras as central characters, nor shalt thy have any NPC behave in a way that defies all logic. For the PCs will respond in kind, as their experience shows them is best. Thou shalt order thy universe, even if it be incomplete or hidden from the players. Let there be clarity.
3. Thou shalt shine the brightest light upon thy players' characters, and let each shine in turn. Thou shalt know their names and their stats and their styles and their desires. Thou shalt provide puzzles for the mad thinker and tragedy for the tragedian. Thou shalt provide depth for the plumber and power for the empire builder. Thou shalt provide romance for the romantic and accolades for the hero. Thou shalt provide action for the combat monster and intrigue for the intrigant. Thou shalt provide all for which thy players game, and in measure, each according to his personality and degree of success.
4. Thou shalt not praise the wisdom of thy NPCs, nor shalt thou have one NPC praise the wisdom of another, for this is nothing more than thou praising thyself. This is foolishness and an abomination unto thy players.
5. If thou wishest to display the grandness of thy intelligence, creativity, or skill, then thou shalt cease to be a GM, and shalt become a player. For the GM's task is to challenge the players and allow them to display the full measure of their intelligence, creativity, and skill.
6. Thou shalt know at least as much about the genre in which thy game dwells as the players doth know. Thou shalt endeavor to avoid cliches and predictability and that which has oft gone before.
7. Thou shalt not place a quest before thy players that is too difficult, nor too easy. Although the quest that thou layest upon them may appear to be otherwise.
8. Thou mayest freely deceive the characters, but thou shalt not deceive the players. A wise GM knows the difference.
9. Thou shalt not set one player against another. If they struggle amongst themselves on their own, that shall not be on thy head, but let them leam though their failure that the task before them is best completed with the cooperation of all.
10. Thou shalt prepare thy games dilligently and with patience. Thou shalt be prepared to welcome new players and part with those that must leave. Thou shalt not rush thy plot against the fear that thy gaming schedule will change. Keep faith and know that in the fullness of time, all thy plot twists may be revealed with their due impact.
Last edited by Trebuchet; Apr 5th, '05 at 03:41 AM.
The government forgets that George Orwell's 1984 was a warning and not a blueprint. - Chris Hunhe, Liberal Democrats, UK
Politics is the art of looking for trouble, finding it everywhere, diagnosing it incorrectly, and applying the wrong remedies. - Groucho Marx
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