The Alexandrian has a ton of Gamemastery 101 articles and videos, and he's got a book coming out soon. It's pretty good stuff. If you've ever heard of the three clues rule, that was him, and he goes into a lot more depth with how to use it.
Here's my own:
• https://idiomdrottning.org/new-dm-advice
• https://idiomdrottning.org/blorb-principles
• https://idiomdrottning.org/rpg
It's kind of a different style, some don't like it and I'm 100% Ok with that but I've seen it working so well, going from running games a few times per year to twice a week because we're so hooked on the game 🤷🏻♀️
Is there a reason you suggest only making things up as a last resort? Is that advice aimed at new gm's or is it your standard advice? Aside from that, I think your advice is mostly very solid. You should be proud of these guides!
I'll first clarify one thing and then explain why there's this limitation.♥
Ah, for "wallpaper" stuff you can make up stuff as much as you want! They're like "what color is her towel" and you go "it's a light yellow". Maybe your notes say "The desk is full of uninportant papers. Hidden under the rug is a key" and the players start looking at papers and you can start making up geneologies and transaction accounts to your hearts contempt. That stuff happens all the time, room descriptions should be short & sweet knowing that you can make this sort of thing up.
It's only for "salient" things—the core main things the players and their characters are interacting with—that there's a limit. For example, the other day I ran a module that said "the desk is full of important documents. GM's choice". That violated this principle. If the documents are so important, they shoulda been specified before the session began. (It'd had been OK if the module had said upfront that "DMs, you need to specify the documents on page 277" but it did not.
Now on to why I personally think it works better to limit improvisation in this way! I used to be a 100% improvisational GM. That came at the expense of player agency. They go west, they meet whatever is at the top of my dome at that point. They go east, same thing. Every direction will result in GM's whim. Then I had some experience with a more prepped style, tried it, and it was awesome. For example, if you've prepped "if they go west it's a dragon (young green dragon) and if they go east it's a shop for minotaurs. 2d4 minotaurs are there. They wanna buy wax but the shopkeeper (human commoner) is all out of wax".
Suddenly it matters whether the players go east or west! Fun fun fun.♥ There's still room for some improvisation, you can still improvise things like the description of the shop, and over time you'll also build up a toolbox of default rules & generators (that specific prep can override), like you might have rules for what a typical shop will carry and how often they restock etc.
Also if they spend a lot of time on their characters, let's say one character gets a high lockpicking skill and another character gets good at fighting djinns and efreets, it wouldn't feel fair if I then were to make all the locks extra tough "to balance it" or make all the efreets extra feisty etc. And it would definitively not be fair if I were to improvise something like "20 angry beholders show up". If I instead stick with the prep I can run the dungeons and fights fairly and toughly without fudging. (That's not a comment on fudging generally, it's just that in this particular playstyle it's especially disallowed.) Their character making choices will start to really matter.
There's also the matter of "encounter balance". That's something I don't have to worry about; I can compare monsters to other monsters and generally put the more dangerous monsters further away or deeper down, and then use XP leveling instead of milestone, and then players will tend to send their characters to an area where the danger level is good for them; enough XP rewards to make it worth it but not too dangerous that they won't have a chance. Sometimes they steamroll the monsters and other times they die; it's less that a specific encounter is a challenge and more that the entire world is the challenge. Or is their playground, I should say; if they just wanna set up shop and run an inn or something, that's fine too.
It looks incredibly basic and difficult to incorporate into prep or play. It seems to be for people without experience.
Berin Kinsman has a nice set of books on gamemastering. He does have a bit of a minimalist writing style. The books have some good advice that isn't commonly discussed.
Robin Law's gamemastering book is a pretty good starting point.
The Alexandian is also good, but I have some style disagreements with him.
The old WEG starwars guide is very good for the basics.
Cthulhu d20 has a pretty good section on presenting a more thrilling game and horror.
Overall there is not a whole lot of great advice in the hobby. Most of it is the same bland or unactionable advice.
The best sources of GM advice that I've used:
- Matt Colville's "Running The Game" series on YouTube (free)
- Return of the Lazy Dungeon Master by Sly Flourish ($8 pdf)
- WebDM on YouTube (free, but time consuming to get through, plus they have a podcast if you throw them a couple bucks on Patreon)
Edit: also, watch (non-critrole) actual play content and pay attention to what the GM does well, what they do differently, etc.
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