Except that (A) if you read these other games, there's very often
many things that can be houseruled (I've yet to read a game that is "perfect" or "complete" right out of the book), and (B) very often, those GM behavioral rules are actually simply advice--something you have said is OK. But you don't see the word advice because the advice comes in the form of bullet points.
The original Apocalypse World said its GM agendas and principles are rules. Basically every other PbtA game, at least the ones I've read, uses words like "advice," "guidelines," and "try to." Many narrative games I've seen don't even have that: the new Discworld game talks about how Pratchett handled touchy topics and that's it; the rest of the GM section is on how to prep adventures. But you're kind of tarring them all with the same brush and making broad, but often incorrect, assumptions about them all.
And yes, I do think that the
guidelines are good ones. Let me pull up the GM stuff from Root, a PbtA game I haven't played or run, but want to. Because who doesn't want to play a cute little anthro woodland animal engaged in vicious guerilla warfare?
GM Agenda
- Always say what the principles demand. That means follow the principles. See below.
- Always say what the rules demand. That means that if there's a rule (whether in the book or a houserule) that says X, and you agree that X is a good rule, don't suddenly deviate it because you feel like it.
- Always say what honesty demands. That means that if the PC should know or see something, don't hide it from them. Don't do that "you didn't say you were checking every floor tile" thing that antagonistic GMs like to pull.
- Always say what your prep demands. That means that you're going to prep stuff, like saying a foe has two injury boxes. Don't make it three injury boxes because the players downed them too easily when it was two.
GM Principles
- Describe the world like a living painting. I assume you don't have a problem with giving descriptions to your players.
- Address yourself to the characters, not the players. "Vormuth, you've been stabbed" versus "Bob, your fighter has been stabbed."
- Be a fan of the vagabonds. And no matter what you claimed, this doesn't mean to give into the player's every demand or make life easy for them. It means let them do things that are interesting, fun, and challenging. If they find resource management like counting every arrow boring, don't make them do it. If they like to go against foes way above their CR, let them do that sometimes.
- Make your move, but misdirect. This one is badly named, I'll admit, but what it means is describe what's going on instead of using the names of the mechanics or the actual intent. Don't say "the monster uses the grapple maneuver" Instead, say "the monster grabs onto you in a strong bear hug."
- Sometimes, disclaim decision-making. This one means if you don't know what to do, let the dice (or other mechanics) decide for you. It's OK to not always have an immediate answer.
- Make the factions and their reach a constant presence. You have antagonists. They should be doing stuff. Some of that stuff will be stuff that affects the world and even the PCs.
- Give denizens drives and fears. Make NPCs alive instead of cardboard cutouts.
- Follow the ripples of every major action. The PCs do things. There are repercussions.
- Call upon their station and reputation. This one is setting-specific, and basically says, the PCs are both part of some of the factions, but are also apart from them, and thus those factions are going to change their opinion of the PCs based on the PC's actions and their Notoriety and Prestige, which are mechanically-determined numbers. If your PCs do things their factions don't like, the faction may turn on them
- Bring danger to seemingly safe settings. The world isn't safe. Keep that in mind.
Most PbtA/BitD games have similar lists.
I think this is all
great advice. It's even great
rules. I've seen all of this repeated countless times across the decades, including in D&D books and Dragon magazine. It's advice I'm sure you follow, or at least some of it.
So tell me, what here is objectionable to you?
Do you think gaming books
shouldn't say "don't cheat"? Do you think it's bad for books to say that NPCs, at least important ones, shouldn't be nameless and interchangeable? Do you think that people are really going to say you're a bad GM if you sometimes forget to describe an action and instead use the mechanical term?