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	<title>Comments on: Introduction to Game Mastering, Part 1: The Most Important Rule</title>
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6493</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 02 Jul 2009 21:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6493</guid>
		<description>&lt;a href=&#039;#comment-6487&#039; rel=&quot;nofollow&quot;&gt;@Tabulazero&lt;/a&gt; - I see where you&#039;re coming from, and adaptability and rules adaptation are definitely valuable GMing skills.

We&#039;re making different arguments, though (assuming I&#039;m reading your comment correctly). You&#039;re arguing that in GMing the only real rule is that all rules can be changed, and that that&#039;s the most important thing to bear in mind, right? I would argue that that&#039;s a subset of the golden rule.

The heart of shaping rules and adapting to your tastes and your players&#039; tastes is making the game fun for everyone.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6493&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6487' rel="nofollow">@Tabulazero</a> &#8211; I see where you&#8217;re coming from, and adaptability and rules adaptation are definitely valuable GMing skills.</p>
<p>We&#8217;re making different arguments, though (assuming I&#8217;m reading your comment correctly). You&#8217;re arguing that in GMing the only real rule is that all rules can be changed, and that that&#8217;s the most important thing to bear in mind, right? I would argue that that&#8217;s a subset of the golden rule.</p>
<p>The heart of shaping rules and adapting to your tastes and your players&#8217; tastes is making the game fun for everyone.
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6491</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Thu, 02 Jul 2009 14:42:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6491</guid>
		<description>&lt;a href=&#039;#comment-6487&#039; rel=&quot;nofollow&quot;&gt;@Tabulazero&lt;/a&gt; - I disagree. If what you say is true why bother buying a rulebook? Just have an assortment of dice in front of everyone, and the GM will just decide the rule for each and every situation.

Even no taking it to that extreme, if the GM makes adaptation his or her goal and the game is not fun would that not be a misplaced priority? I do not see how your rule can be given the highest priority in many situations, and therefore it should not be the &quot;first rule&quot;. To each his own though.

&lt;a href=&#039;#comment-6489&#039; rel=&quot;nofollow&quot;&gt;@Magnificat&lt;/a&gt; - Tough one. That would be time for a meeting in my group. I would talk to the players outside of the game and let them know that I want them to have fun, but not at the expense of the group&#039;s fun. How will they make their characters&#039; spotlight moments fun for the group? If those spotlight moments are not fun, will they cooperate with me when I move the game forward from those moments?

You know your players best, so YMMV and this approach may not be applicable. With my groups it seems to work well. I&#039;ll give the players exactly what they want if they will deliver soemthing of equal value to the group. Of course, I as the GM am the final say on these matters but if I can involve the group I will. That makes it better for everyone IMO. I hope that helps you, and please let us know if you find a solution that works for you.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6491&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6487' rel="nofollow">@Tabulazero</a> &#8211; I disagree. If what you say is true why bother buying a rulebook? Just have an assortment of dice in front of everyone, and the GM will just decide the rule for each and every situation.</p>
<p>Even no taking it to that extreme, if the GM makes adaptation his or her goal and the game is not fun would that not be a misplaced priority? I do not see how your rule can be given the highest priority in many situations, and therefore it should not be the &#8220;first rule&#8221;. To each his own though.</p>
<p><a href='#comment-6489' rel="nofollow">@Magnificat</a> &#8211; Tough one. That would be time for a meeting in my group. I would talk to the players outside of the game and let them know that I want them to have fun, but not at the expense of the group&#8217;s fun. How will they make their characters&#8217; spotlight moments fun for the group? If those spotlight moments are not fun, will they cooperate with me when I move the game forward from those moments?</p>
<p>You know your players best, so YMMV and this approach may not be applicable. With my groups it seems to work well. I&#8217;ll give the players exactly what they want if they will deliver soemthing of equal value to the group. Of course, I as the GM am the final say on these matters but if I can involve the group I will. That makes it better for everyone IMO. I hope that helps you, and please let us know if you find a solution that works for you.
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		<title>By: Magnificat</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6489</link>
		<dc:creator>Magnificat</dc:creator>
		<pubDate>Thu, 02 Jul 2009 13:07:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6489</guid>
		<description>Hello. I&#039;d like to say I was impressed by the fact that the Golden Rule, as the author puts it, is many times forgotten at the gaming table! By me of course, by my players... but what if this golden rule becomes a weapon in the hands of not so well-meaning players? How to handle this? 

It happened to me in two cases, at two different times, with two different people using the same &quot;strategy&quot;. They pretended to be bored and they kept complaining not in a direct way but showing somehow they were not having fun (looking distracted, reading game materials, talking about other campaigns, especially nice episodes in which they character were saving the day). I say &quot;pretend&quot; because they didn&#039;t leave the game and when they couldn&#039;t attend, it seemed like a tragedy and pressed everyone to postpone the date. I realised then that both were game masters, sort of power players but not 100% and usually trying to be in the spotlight both as characters and as players (suggesting the other players what to do etc.).

So basically, I realised they both tried to be back in a game master position, trying to play they wanted to play, sure of the fact that the game they wanted to play was the game that everyone wanted to play! But neither was open about it: they preferred the subtle (!) subterfuge of making believe me and the other players that the game was not fun, or at least not so fun.

What I am trying to say is: What about the Golden Rule and problem players?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6489&#039;,&#039;Magnificat&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hello. I&#8217;d like to say I was impressed by the fact that the Golden Rule, as the author puts it, is many times forgotten at the gaming table! By me of course, by my players&#8230; but what if this golden rule becomes a weapon in the hands of not so well-meaning players? How to handle this? </p>
<p>It happened to me in two cases, at two different times, with two different people using the same &#8220;strategy&#8221;. They pretended to be bored and they kept complaining not in a direct way but showing somehow they were not having fun (looking distracted, reading game materials, talking about other campaigns, especially nice episodes in which they character were saving the day). I say &#8220;pretend&#8221; because they didn&#8217;t leave the game and when they couldn&#8217;t attend, it seemed like a tragedy and pressed everyone to postpone the date. I realised then that both were game masters, sort of power players but not 100% and usually trying to be in the spotlight both as characters and as players (suggesting the other players what to do etc.).</p>
<p>So basically, I realised they both tried to be back in a game master position, trying to play they wanted to play, sure of the fact that the game they wanted to play was the game that everyone wanted to play! But neither was open about it: they preferred the subtle (!) subterfuge of making believe me and the other players that the game was not fun, or at least not so fun.</p>
<p>What I am trying to say is: What about the Golden Rule and problem players?
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		<title>By: Tabulazero</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6487</link>
		<dc:creator>Tabulazero</dc:creator>
		<pubDate>Thu, 02 Jul 2009 08:21:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6487</guid>
		<description>You are wrong. I respectfully think that the first rule of good GMing should be:

&quot;There are no rules, only adaptation&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6487&#039;,&#039;Tabulazero&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You are wrong. I respectfully think that the first rule of good GMing should be:</p>
<p>&#8220;There are no rules, only adaptation&#8221;
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6485</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 02 Jul 2009 01:31:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6485</guid>
		<description>Thanks for the warm welcome for this kickoff article -- I&#039;m looking forward to writing the rest of this series.

Looking back over our deep and growing article archives, it hit me that we didn&#039;t have too many articles aimed specifically at novice GMs. I hope this series is useful to novices and experts alike.

&lt;a href=&#039;#comment-6481&#039; rel=&quot;nofollow&quot;&gt;@LordVreeg&lt;/a&gt; - Good corollary!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6485&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Thanks for the warm welcome for this kickoff article &#8212; I&#8217;m looking forward to writing the rest of this series.</p>
<p>Looking back over our deep and growing article archives, it hit me that we didn&#8217;t have too many articles aimed specifically at novice GMs. I hope this series is useful to novices and experts alike.</p>
<p><a href='#comment-6481' rel="nofollow">@LordVreeg</a> &#8211; Good corollary!
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		<title>By: Patrick Benson</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6484</link>
		<dc:creator>Patrick Benson</dc:creator>
		<pubDate>Wed, 01 Jul 2009 22:29:36 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6484</guid>
		<description>Spot on, Martin, spot on!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6484&#039;,&#039;Patrick Benson&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Spot on, Martin, spot on!
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		<title>By: Razjah</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6483</link>
		<dc:creator>Razjah</dc:creator>
		<pubDate>Wed, 01 Jul 2009 20:29:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6483</guid>
		<description>Great idea for a series. I wonder how you would rank other important GM rules.

Also I&#039;m stealing the clip the golden rule to your DM screen. My players seem to have a good time, but making sure is never bad.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6483&#039;,&#039;Razjah&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Great idea for a series. I wonder how you would rank other important GM rules.</p>
<p>Also I&#8217;m stealing the clip the golden rule to your DM screen. My players seem to have a good time, but making sure is never bad.
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6481</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Wed, 01 Jul 2009 18:50:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6481</guid>
		<description>Corrolary to the Golden rule... 
If a player seems to be having the short end of the fun stick in a session or especially, in more than one session,  make it a prority to catch them up in the fun department, if at all possible.
As has been mentioned, it is too easy to get caught up in what we are doing as GM&#039;s to move plot forward or what we have planned.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6481&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Corrolary to the Golden rule&#8230;<br />
If a player seems to be having the short end of the fun stick in a session or especially, in more than one session,  make it a prority to catch them up in the fun department, if at all possible.<br />
As has been mentioned, it is too easy to get caught up in what we are doing as GM&#8217;s to move plot forward or what we have planned.
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6480</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Wed, 01 Jul 2009 17:22:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6480</guid>
		<description>I have to say that Gnome Stew series are great; I really look forward to them.  I still consider DNAPhil&#039;s series re: handling an epic campaign (with references to his IH game) some of the best advice from the &#039;Stew.

I&#039;m looking forward to reading where you head from here, Martin!  Bring on Part II!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6480&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I have to say that Gnome Stew series are great; I really look forward to them.  I still consider DNAPhil&#8217;s series re: handling an epic campaign (with references to his IH game) some of the best advice from the &#8216;Stew.</p>
<p>I&#8217;m looking forward to reading where you head from here, Martin!  Bring on Part II!
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6479</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Wed, 01 Jul 2009 16:28:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6479</guid>
		<description>&lt;a href=&#039;#comment-6477&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - It certainly does take more than the math behind it to make it fun. Because I&#039;ve heard many descriptors for GM&#039;s creating statblocks for the d20 system and fun hasn&#039;t been one of them. :D

I think we can forget the fun, when a game starts to feel more like work. Good advice up there, for if it isn&#039;t fun, then what really is the point of prep?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6479&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-6477' rel="nofollow">@Scott Martin</a> &#8211; It certainly does take more than the math behind it to make it fun. Because I&#8217;ve heard many descriptors for GM&#8217;s creating statblocks for the d20 system and fun hasn&#8217;t been one of them. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>I think we can forget the fun, when a game starts to feel more like work. Good advice up there, for if it isn&#8217;t fun, then what really is the point of prep?
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6477</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 01 Jul 2009 16:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6477</guid>
		<description>You&#039;re right, it&#039;s the key foundation... and so easy to overlook when you&#039;re combing through stat blocks trying to create &quot;just the right level of challenge&quot;.

Though a lot of fun comes from a good challenging fight/negotiation/whatever, it takes more than the math behind it to make it fun.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6477&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>You&#8217;re right, it&#8217;s the key foundation&#8230; and so easy to overlook when you&#8217;re combing through stat blocks trying to create &#8220;just the right level of challenge&#8221;.</p>
<p>Though a lot of fun comes from a good challenging fight/negotiation/whatever, it takes more than the math behind it to make it fun.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6476</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 01 Jul 2009 15:12:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6476</guid>
		<description>Awesome dose of perspective!!  

We can get so tangled up in the latest gaming craze, our own vision, the rules, and everything else that we often forget about the whole point of this exercise: Fun.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6476&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Awesome dose of perspective!!  </p>
<p>We can get so tangled up in the latest gaming craze, our own vision, the rules, and everything else that we often forget about the whole point of this exercise: Fun.
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		<title>By: Role-playing, in retrospect &#124; interi</title>
		<link>http://www.gnomestew.com/intro-to-game-mastering/introduction-to-game-mastering-part-1-the-most-important-rule/comment-page-1#comment-6473</link>
		<dc:creator>Role-playing, in retrospect &#124; interi</dc:creator>
		<pubDate>Wed, 01 Jul 2009 09:38:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=3974#comment-6473</guid>
		<description>[...] thing that I resolve to do is to relax. The golden rule of role-playing is that everyone have fun, and I can certainly do that without spouting off how I think people [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;6473&#039;,&#039;Role-playing, in retrospect &#124; interi&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] thing that I resolve to do is to relax. The golden rule of role-playing is that everyone have fun, and I can certainly do that without spouting off how I think people [...]
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