Adjudicating Rules
While GMing, strive to make quick, fair, and consistent rulings. Your rulings should encourage your group to work together to interpret the rules and be creative with their characters' decisions and actions. If your group is satisfied with the interpretation, you've made the right adjudication!
The Basics
- If you don't know how long a quick task takes, go with 1 action, or 2 actions if a character shouldn't be able to perform it three times per round.
- If you're not sure what action a task uses, look for the most similar basic action. If you don't find one, make up an undefined action and add any necessary traits (usually attack, concentrate, manipulate, or move).
- When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).
- If an effect raises or lowers chances of success, grant a +1 circumstance bonus or a –1 circumstance penalty.
- If you're not sure how difficult a significant challenge should be, use the DC for the party's level.
- If you're making up an effect, creatures should be incapacitated or killed on only a critical success (or for a saving throw, on a critical failure).
- If you don't know what check to use, pick the most appropriate skill. If no other skill applies to a check to Recall Knowledge, use an appropriate Lore skill (usually at an untrained proficiency rank).
- Use the characters' daily preparations as the time to reset anything that lasts roughly a day.
- When a character accomplishes something noteworthy that doesn't have rules for XP, award them XP for an accomplishment (10 to 30 XP, as described in XP Awards).
- When the PCs fail at a task, look for a way they might fail forward, meaning the story moves forward with a negativeconsequence rather than the failure halting progress entirely.
Consistency and Fairness
Achieving consistency is as easy as explaining why you're ruling a certain way and comparing this ruling to past rulings you've made in a way that makes sense to your players. For example, you might say something like “When Dae swung from the streetlamp and attacked the skreeling, I required an Athletics check as part of the action and gave a +1 circumstance bonus to the attack roll. Hanging from the catwalk to attack the garaggakal sounds similar, so why don't you roll an Athletics check.” Do this any time it's applicable when you make a ruling, but don't feel compelled to do so for truly new rulings.
Through the course of playing, your previous rulings will form a set of shared preferences and an understanding between you and your group—or even become formalized house rules. Over time, your players will think about these examples when planning their actions, which can improve consistency during play.
Looking Up Rules
Listen to the Players
Asking if anyone knows how a specific rule rewards those players who have spent time mastering the rules and involves more people in the discussion. It signals to other players that you are willing to hear opinions before making a ruling, and it builds a more collaborative environment. In addition, for groups with access to a large number of sourcebooks or rules resources, you can ask different players to examine separate sources. This can greatly increase the speed and accuracy of a group's rulings.
Approaching the rules as a group problem also means that you should never trivialize player concerns about a rule. You must also think about each player and assess how important the rules actually are to them. Remember, though—while rules recall is a group challenge, making the final decision on the rules interpretation and getting the session moving again falls to you.
Make the Call
The best time to really go in-depth, possibly putting the group on a short break, is when a situation is life-or-death or has major consequences in a character's story.
Take Time for Review
Saying "Yes, but"
This is where you can use a variant of the well-known improv “Yes, and,” technique: you can say “Yes, but.” With “Yes, but,” you allow the player's creative idea, but tie it into the game rules via some sort of additional consequences, potentially adding the uncertainty of an additional roll. Here are some simple ways you might implement this tool:
- Get a fleeting benefit without a roll. Example: stick a dueling sword into a deep fryer to add 1 fire damage on the next attack against a bloodbrother; coat a battle ribbon with glue to grant it the grapple trait on the next attack before the end of the turn.
- Require a check, then apply a circumstance bonus to the PC's action. Example: swing from a chandelier above a foe; subtly pilfer stylish sunshades and quickly don them to blend in among a crowd and lose pursuers.
- Require a check, then apply a circumstance penalty or condition to a foe. Example: activate a device to surround a foe with holograms; splash slippery grease across a foe's feet and the surrounding floor.
- Require an attack roll or skill check to deal minor damage and gain another benefit. Examples: jump from a billboard down onto a foe for a small amount of damage, potentially knocking the foe prone; spray caustic chemicals in an opponent's eyes.
- Require a directed attack against an object, then allow foes to attempt saving throws against the object's effect at a DC you choose. Example: cast a telekinetic projectile spell at a mine to trigger its explosion; fire an arc pistol at
- a malfunctioning power generator to cause it to overload.
Another powerful tool you can use to help you say “Yes, but” when you're unsure of the game impact is to allow the idea to work just this once, letting your players know that this is part of your decision. For instance, maybe you think a PC's attempt to Grapple an empathnid to aim its web attack at another foe is so fun you have to let them do it, but you're worried that the effect would be so powerful that the PCs would just carry around an empathnid to shoot webs for the rest of the campaign. By making it a one-time effect, you can have fun but don't have to worry about whether you're setting a disruptive precedent for later on.
House Rules
The best rule of thumb in these situations is to be slow to change the written rules and quick to revert a problematic ruling or house rule. The simple reason for this is that sticking to the written rules is the easiest way to remain fair and consistent. However, the more you learn your group's play style, the more often you'll find times where you and your group feel it's correct to institute a house rule of some sort.