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How to Run a Good Game: Rule Zero

Guest Writer: Caleb

Hello, everyone!

The first couple of articles, I discussed the merits of choosing a game based on the skill level of your players, using Dungeons and Dragons 5th Edition and Pathfinder Second Edition as examples. Now, I will talk about what makes a good Game Master (or Dungeon Master, or Storyteller, etc.).

In the next series of articles, I will discuss something practical for all you would-be Game Masters. We will talk about how to run a good game! Do what I tell you in these articles, and your game will go well. With that said, let us discuss our first rule.

Always remember Rule Zero:

Every tabletop RPG system has a Rule Zero. It usually goes like this, The Game Master may change, modify, ignore, or add to the rules as he or she sees fit to ensure the game is fun and runs smoothly.

This means that if you are not sure about what the rules are for a situation, make something up. DO NOT waste time looking up a rule. This is boring, slows down the game, and takes the focus off of what should be an enjoyable time. You gathered with your friends to play a game, not engage in study time!

This means that YOU are in charge of the game and its rules, and you must make sure your players understand and agree with this. Also, any rules you subject to the players must be applied to the enemies too. 

Do Critical Failures exist in your world? Okay, great, now everyone in your world can critically fail. This includes the lowliest goblin to a mighty avatar of a god. (…and your players will laugh when a god rolls a 1 on an intimidate check, slips, and yells as he falls down in a heap.)

I know you are asking the question, “When should I use Rule Zero?” The answer is every time a new situation comes up, and you do not know the answer to the situation in the rules. If a player wants to do something interesting, fun, or crazy (or all three), then it is time to use Rule Zero. This can and will happen a lot, especially if you choose to make rulings on the fly (which you should). The more you implement Rule Zero, the more your players will think outside of the box and try new things. This, in turn, will make your games more memorable and more fun. Everyone wins.

Keep in mind that while Rule Zero can and will lead to a smoothly running game, it can and will lead to a problem with a special kind of problem player, The Rules Lawyer. The Rules Lawyer is that player that studies the rules fastidiously, and expects every single word to be followed as written. We will talk about dealing with The Rules Lawyer in another article, Dealing With Problem Players.

Players, I would like to briefly address you on how you can contribute to a game. Do this If your Game Master makes a decision on a rule, and you do not like this ruling. Just accept it quietly, and then discuss it with your Game Master in private. Do not cause a disruption at the table. You are there to play a game and have fun, not pick a fight. Everyone has limited time. Do not waste it in pointless bickering.

That being said, there are some players who will never agree to good implementation of Rule Zero. Do not play with these people. They do not realize it, but tabletop RPGs are not for them. They need board games.

Enjoy your game!

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