From c6d42b5422ae298b0dcf0f733dd8d797c6f9d87d Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@tutamail.com> Date: Sat, 6 Mar 2021 21:26:25 +0100 Subject: [PATCH] add how to make rules in gm.tex --- gm.tex | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/gm.tex b/gm.tex index 33986506..6fc7e600 100644 --- a/gm.tex +++ b/gm.tex @@ -37,6 +37,13 @@ Remember that it doesn't matter what you put for \gls{npc} stats, so long as tho Long-standing \glspl{npc} should also have their \glspl{fp} listed next to the character, as \glspl{npc} gain \glspl{fp} at the end of each scene. This helps beloved \glspl{npc} stay alive, as well as adding a little extra gravitas to any antagonists who encounter the \glspl{pc} multiple times. +\subsection{How to Make Rulings} + +If it's ever unclear how to resolve a situation, the first attempt should always be a strict interpretation of the rules. +For example, if a player says `my character has Dexterity -2, so am I better off \emph{not} actively defending, so that I can just roll $2D6$ without the penalty?', the answer is `yes'. + +No rules will work all of the time, but by following a literal interpretation of the rules whenever possible, players feel better able to predict and navigate the world, and \glspl{gm} do not have to waste so much energy on making on-the-fly rulings. + \end{multicols} \section{Random Encounters}\index{Encounters} -- GitLab