GMing manifesto

what you need to know before playing in a game with me

i'm kinda always gming nowadays (not complaining, i love it, but if anyone is looking for a player (NOT D&D 3.5 OR 5E) im here!) so i figured it'd be helpful for myself and my players if i had a central place where i explain my gming philosophy and my player expectations. ive been gming pretty regularly for 10 years (as of 2025) in various systems, including one of my own design, and my philosophy and expectations are informed by these experiences. these are generalities based on the kinds of games i typically run: my expectations will necessarily be different between systems, and these will be clearly communicated.

philosophy

generally speaking, i run rather open-ended games where players work with me to create a narrative, with some restrictions on player agency depending on the agreed upon goals and tone of the game and the amount of preparation involved. i don't really create "plots" because i think that's antithetical to the medium; i create situations and problems and the plot emerges from the player's reactions to these things. the structure at its simplest:

because players require accurate information to make good choices, i'm pretty liberal with handing out relevant info and communicating stakes and threat in plain language. because my players are informed about the risks of what they're up to, i let them (and the resolution mechanics) make their own success: i don't pull punches; if you take a gamble and it doesn't pan out, there will be an appropriate consequence (clearly communicated beforehand!). whenever there's chance involved, failure is always a possibility, but it will never mean the game grinds to a halt; if the players fail, they take their licks, recover, and adapt. sometimes they might end up unable to complete their goal, in which case they take the loss and move on to something else. such is the way of the world. bear in mind i don't run games where failure isn't interesting.

i am generally averse to serious homebrew. i would much rather find a system that better suits what we want to do than spend time doing unpaid game design (i do enough of that with my own ttrpgs!) or balancing homebrew classes and whatnot. that being said, i am extremely amenable to including supplementary material or introducing small mechanics to bring the game closer to what the table wants it to be. i love stealing pdfs and will provide any material required to play. in cases where we need to purchase something (a mat for minis or specialty dice, e.g.) i'll ask the players to pitch in some money to help pay for it.

player expectations

i put a good deal of work into running games, and on top of that i'm usually hosting too. the following expectations—pretty modest and only really necessary to be stated because the play culture around D&D sucks so bad—are to ensure everybody at the table has fun and that i'm not wasting my time. i'm not a fascist about it but i expect players to follow these rules; if you can't, you can't be at my table (sorry!). on the flip side, if you find you're not connecting with the game, i won't blame you at all if you bow out. we're here to have fun, but sometimes differing ideas of fun make that impossible, and that's alright!

i'll also typically create a rotation for snack duty (exempting myself because i'm already gming and hosting). if you're trying to save some money, you don't have to be on the rotation.

if you like the way this sounds, feel free to leave a comment asking if i have a free spot!