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.
