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GM Rules

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FastJack:
Heh... Post one of my rules in another thread and thought I'd start this to see if there are any rules out there that y'all like to add. Remember though, the only rule that supersedes any other rule is the first one.


* The player's fun is more important than your story.
* Don't be afraid to fudge.
* If you build it, the players will break it.
* Be sure to give every player time in the spotlight.
* A problem player can wreck a game. And sometimes the only solution is to remove them from it.
* Always carry extra pencils, paper and dice (ones you don't mind others touching)
* If a player disagrees with a rules judgment, be fair and try compromising as much as you're able. If you can't, invite them to discuss it after the session. If they won't wait, call for a bathroom break and talk with them quickly about it. If you still have problems, see Rule #5.
* Not all players get along. And not all characters get along either. If there's tension, talk about it outside of the game, but do not get directly involved in personal matters.
* Never go anywhere without a knife. (Gibb's Rule #9 as well)
* No matter how tempting the double-chocolate peanut butter brownies are, do NOT be swayed to rule in the baker's favor.

Chaemera:
1. The rules exist to support the game, the story, and the fun. They are there to be followed, bent, broken, or ignored, as necessary while providing a framework for resolving action.
1.a. House rules are better than bad rules.
2. Have the living room clean and ready before the players arrive.
3. Be prepared. For what, I have no idea, but be prepared.

Not going to number them, but from your list (with modifications, as necessary):

--- Quote from: FastJack on ---
* The player's fun is more important than your story.
* Don't be afraid to fudge. Only applicable to support the story / fun, otherwise, play fair.
* If you build it, the players will break it.
* Be sure to give every player time in the spotlight.
* A problem player can wreck a game. And sometimes the only solution is to remove them from it.
* Always carry extra pencils, paper and dice (ones you don't mind others touching)
* If a player disagrees with a rules judgment, be fair and try compromising as much as you're able. If you can't, invite them to discuss it after the session. If they won't wait, politely say sorry and keep the game moving.call for a bathroom break and talk with them quickly about it. If you still have problems, see Rule #5. Discussing the rules before making a decision is fine, once the GM has made a decision, discussion time is over, we're here to play.
* Not all players get along. And not all characters get along either. If there's tension, talk about it outside of the game, but do not get directly involved in personal matters.
* Never go anywhere without a knife. (Gibb's Rule #9 as well)
* No matter how tempting the double-chocolate peanut butter brownies are, do NOT be swayed to rule in the baker's favor.The baker is also the wife, and usually has the knife. . .
--- End quote ---

I don't really think I have any more personal "GMing Style" rules/guidelines I follow. . .

The_Gun_Nut:
Remember, if you do use house rules, let your players know beforehand.  Discuss how it changes things, and what it's meant to do or undo.

Letting them know in the middle of a game, when they want to do something that violates it, is very bad form.

Chaemera:
Gun Nut, agree whole-heartedly, my house rules are posted on our gaming wiki before the game even starts. Any time we have an issue where I think a house rule would be a good idea, I discuss it with everyone in advance, find a solution we all agree to (or stick to the RAW if we can't find a good solution for most parties) and then it gets posted, as well.

Kot:
We usually agree on some houserules, and they get posted on our campaign forum. That's really really usefull.

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