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Worlds of Design: Golden Rules for RPGs
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<blockquote data-quote="bloodtide" data-source="post: 8839752" data-attributes="member: 6684958"><p>Rule One for me is the DM is God and on a whim can do whatever they want. No argument, discussion or anything. The DM makes a call or decision and the game goes on. Don't like it, you are free to leave the game.</p><p></p><p>Rule Two well sure an NPC can do whatever a PC does. I don't really see this as mattering much. </p><p></p><p>Rule Three is have fun. Ok. But that is super vague. Too many players use the fun excuse </p><p></p><p>The Don't be a Jerk rule is a good one for players, but it does not matter much in my games. Should I player be a jerk I will just alter the game reality around them, up to taking control of the character or killing the character. </p><p></p><p>There is no "player agency" in my games.</p><p></p><p>The players are welcome to try anything, but don't expect everything to work always. </p><p></p><p>I think making the players feel fear, or any other emotion is good game play.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 8839752, member: 6684958"] Rule One for me is the DM is God and on a whim can do whatever they want. No argument, discussion or anything. The DM makes a call or decision and the game goes on. Don't like it, you are free to leave the game. Rule Two well sure an NPC can do whatever a PC does. I don't really see this as mattering much. Rule Three is have fun. Ok. But that is super vague. Too many players use the fun excuse The Don't be a Jerk rule is a good one for players, but it does not matter much in my games. Should I player be a jerk I will just alter the game reality around them, up to taking control of the character or killing the character. There is no "player agency" in my games. The players are welcome to try anything, but don't expect everything to work always. I think making the players feel fear, or any other emotion is good game play. [/QUOTE]
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