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<blockquote data-quote="Praetorus" data-source="post: 6991084" data-attributes="member: 6871858"><p>Hello Flare,</p><p></p><p>Thanks for your response! As to me knowing the games inside and out: well... I know MOST of the rules inside and out. To counter the parts I do not know or like, I tend to use the number one rule of role-playing:</p><p>§1: The GM is always right. If the GM's rules isn't in accordance with the rule book: then the book is wrong! The GM decides which rules to use, and which not to use.</p><p></p><p>Of course, it's best to have the purpose of the game clear (to let the players have an internal roller coaster, with suspense, drama, action and adventure, while having fun yourself) so that you don't make the gaming experience dull or hostile. But the number one rule tends to cut short all those boring rule discussions, which can ensue when that rule isn't enforced well enough.</p><p>Of course -every GM is absolute in their power. One rule that you might like and use, another will choose to ignore or abolish. And that's part of the fun! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In short: don't be afraid of not knowing the rules! The rules are only there to provide stability and predictability (which often is good). The important part of being a GM is to have a clear view of what will happen, and to organise it well enough, so that all the players feel that they can bring their characters to life and do them justice.</p></blockquote><p></p>
[QUOTE="Praetorus, post: 6991084, member: 6871858"] Hello Flare, Thanks for your response! As to me knowing the games inside and out: well... I know MOST of the rules inside and out. To counter the parts I do not know or like, I tend to use the number one rule of role-playing: §1: The GM is always right. If the GM's rules isn't in accordance with the rule book: then the book is wrong! The GM decides which rules to use, and which not to use. Of course, it's best to have the purpose of the game clear (to let the players have an internal roller coaster, with suspense, drama, action and adventure, while having fun yourself) so that you don't make the gaming experience dull or hostile. But the number one rule tends to cut short all those boring rule discussions, which can ensue when that rule isn't enforced well enough. Of course -every GM is absolute in their power. One rule that you might like and use, another will choose to ignore or abolish. And that's part of the fun! :-) In short: don't be afraid of not knowing the rules! The rules are only there to provide stability and predictability (which often is good). The important part of being a GM is to have a clear view of what will happen, and to organise it well enough, so that all the players feel that they can bring their characters to life and do them justice. [/QUOTE]
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