GM’s Guide: The Art of Rulings

Art of Rulings

This is the most important part of the guide. That is not a setup for a running gag about every part of the guide being the most important part. This is the actual most important part of the guide. Making good rulings is being a good GM. Everything else is being an adventure writer/developer, a job which is sometimes, but not always, packaged together with being a GM. If you pay Paizo or Wizards of the Coast or whoever to be your adventure writer (by buying a published adventure), you are still the GM, because you still make rulings at the table.

So here’s what a ruling is: 1) You describe the environment and anything important in it, and resolve any relevant automatic checks (perception, knowledge, etc.). 2) The players say they’re going to do something, and you determine the PCs intention and approach. 3) You figure out what the mechanics for the action are (mostly what skill to roll and what the DC is), make sure the player understands what the mechanics are, and then you roll the dice. 4) Then you determine the consequences, and if appropriate, you let the results ride. In practice, you need each of these steps to be automatic and reflexive, and odds are many of them already are. If you have any gaps, pick one thing to work on at a time until it’s second nature. Then pick another thing to work on, until you have the entire process mastered.

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GM’s Guide: Preface and Introduction

Preface: When to Ignore the Advice in This Guide

Just about every GM’s guide, from the chapter on the subject in official books of major RPGs to the “how to GM” posts that get submitted to Reddit by someone who’s only been doing it for six months, will mention that the GM should change rules and ignore advice whenever it’s appropriate. Which is basically just the author completely sidestepping all responsibility for the actual quality of advice. “If you follow our advice and it turns out badly for you, that’s because you didn’t follow our advice to not follow our advice. Sometimes. Only don’t follow our advice when it wouldn’t help. Do follow our advice when it would help. So, tautologically, anytime you mess up it’s because you didn’t follow our advice.”

It’s obviously true that no guide can ever encompass the entirety of all situations faced by every GM who ever reads it, and despite being the length of a short novel, this one isn’t even getting close, so there will certainly be times when the advice in this guide does not apply to your specific situation and should be ignored. The question is, when? And the answer is, when you have a good reason to. That sounds tautological, but if you can explain to a hypothetical observer why the rule isn’t going to work for you, then you’re probably in a situation where it’s best to ignore it. All skills have a dogma to them, and true expertise always comes from understanding the limitations of the dogma and when the dogma doesn’t apply to your specific situation. “You have to understand the rules before you can break them” is a cliche because it’s true. If you have a reason to break a rule, and it’s not a shallow non-reason like “that’s not how we do things here” or “I like it better this other way,” then you’ve probably found a limitation of the rules and you should probably break that rule. This is true not just for the rules given in this guide, but for rules in general.

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Space Janitors: S3E1

Space Janitors is a comedy webseries about a pair of janitors who work on the Death Star. It’s not perfect, but it’s good enough that I recommend watching it if you think the premise sounds interesting. It’s a total of twenty-four episodes between five and fifteen minutes (ish) a piece, so it’s not that hard to binge. I’m getting that out of the way up front because I’m spoiling the Hell out of this so that I can complain about its third season.

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The Bats

This time in Vestitas we have the nest of a large swarm of bats who periodically ambush characters throughout the jungle hexes, and my deep wilderness, wildlife focused encounters continue to be the bare minimum of interesting I feel is allowable to make it onto the hex crawl at all. This encounter also makes reference to stat blocks that are only half-written, and those references may be revised when I go back and fully write the creature stats.

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The Fire Daemon

Properly back into the swing of things now, here’s a Vestitas encounter all in one go with no missing parts at all. Today’s special guest is a daemon who you probably don’t want to fight with flamers, leaving the Ecclesiarchy scared and confused. Counting Brandt’s Landing, this is 25 hexes of Vestitas filled in, making the hexcrawl loosely one quarter complete. Of course, Grey Harbour and Imberkavitas will require a lot more effort than one-encounter hexes, even the big ones like the Living Dead. Although, on the other hand, my estimate does not include Echo Lake, which is a lake, and may or may not end up having anything interesting hiding in its murky depths.

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The Living Dead, Part 3

This post on the Living Dead encounter for Vestitas is definitely us intentionally breaking up a large encounter into three parts, and not at all us completely forgetting to write up the rewards section for the encounter until the day after because it’s been two weeks since we wrote any encounters and we’re out of practice. The first one, for sure. Not the latter at all.

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