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// Free tools for Shadowrun tables

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    Game Master and Player Disagree – Now What?

    Charisma Keller · Apr 28, 2019

    I’ve been into RPGs for a while, and I’ve enjoyed both playing and running. I’d split it about 50/50, so I’ve had my share of game masters to learn from and plenty of time to settle on my own style.

    I recently sat in a game with a brand new GM, and (as usual) I had a grand time. It was his first session running. He’d played in the game for a couple of years, and he’s one of those people who can read a book and remember everything, so he knows the rules well. He did a good job.

    Except for one moment.

    Right in the middle of combat, a player interpreted a rule in their favor, and the GM interpreted it another way. They went back and forth, even citing forums, and both were getting frustrated, especially the player. I wanted to chime in with my own two cents, but I and everyone else just waited. After a couple of minutes, the player gave in and the game resumed.

    There are a lot of ways to handle this, and it depends on what your table prefers. Some say the player and GM should talk it out right then. Others say the GM’s word is final and the ruling should be immediate. Some look up the rule and parse the wording on the spot, or search forums and social media for a consensus. Sometimes there’s even a group vote.

    To be clear, I’m not talking about a player who is unsure of a rule. I’m talking about a player and a GM who disagree and are both sticking to their guns.

    After many years of gaming, I’ve seen one solution turn up at table after table, because it works best:

    Rule in favor of the player… immediately.

    Then research it later, after the game or after a good night’s sleep. When you rule for the player who’s digging in (even if you suspect they’re wrong), you’re telling them their enjoyment matters to you, and you’re helping them get it.

    We sit down to play a roleplaying game. Rules arguments pull everyone out of character, interrupt the story, and kill the mood. So what if a rule gets bent for one scene? Figure it out later, when nobody is under pressure and the player is more likely to listen. You might even find out you were wrong. And if you were right, you can show them the correct reading then.

    The GM isn’t there to rule over the players like a god. The GM is there to help everyone have fun, fairly.

    There’s a bonus, too: if you tend to rule in the player’s favor, they’ll trust you more, and they’ll accept it better when you do have to rule against them.