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The fun of the game is action and drama. The challenge of problem solving is secondary. Long and drawn out operations by the referee irritate the players. More ”realistic” combat systems could certainly have been included here, but they have no real part in a game for a group of players having an exciting adventure. If you will do your best to keep the excitement level of your games at a peak, you will be doing yourself and your participants a favor which will be evident when players keep coming back for more.
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The final word, then, is the game. Read how and why the system is as it is, follow the parameters, and then cut portions as needed to maintain excitement. For example, the rules call for wandering monsters, but these can be not only irritating - if not deadly - but the appearance of such can actually spoil a gome by interfering with an orderly expedition you have set up an area full of clever tricks and traps, populated it with well thought-out creature complexes, given clues about it to pique players’ interest, and the group has worked hard to supply themselves with everything by way of information and equipment they will need to face and overcome the imagined perils. They are gathered together and eager to spend an enjoyable evening playing their favorite game, with the expectation of going to a new, strange area and doing their best to triumph. They are willing to accept the hazards of the dice, be it loss of items, wounding, insanity, disease, death, as long as the process is exciting.
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The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play.
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Know the game systems, and you will know how and when to take upon yourself the ultimate power. To become the final arbiter, rather than the interpreter of the rules, can be a difficult and demanding task, and it cannot be undertaken lightly, for your players expect to play this gome, not one made up on the spot. By the same token, they are playing the game the way you, their DM, imagines and creates it. Remembering that the game is greater than its parts, and knowing all of the parts, you will have overcome the greater part of the challenge of being a referee. Being a true DM requires cleverness and imagination which no set of rules books can bestow.
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Welcome to the exalted ranks of the overworked and harrassed, whose cleverness and imagination are all too often unappreciated by cloddish characters whose only thought in life is to loot, pillage, slay, and who fail to appreciate the hours of preparation which went into the creation of what they aim to destroy as cheaply and quickly as possible. As a DM you must live by the immortal words of the sage who said: “Never give a sucker an even break.” so, don‘t be a sucker for your players, for you‘d better be sure they follow sage advice too.