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Unwritten: System Reference Document/Running the Game
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==Fiction First== We’ll get to guidance for specific situations you may encounter below. But first, the guiding principle that you as a GM should always keep in mind can be boiled down to two words: Fiction First. As a GM you should always keep the narrative firmly in mind. Your rulings and decisions on when to apply rules should always be based on the needs of the story. From this we get the Golden and Silver Rules of Fate games (and thus Unwritten). '''The Golden Rule is: Decide what you are trying to accomplish first, then consult the rules to help you do it.''' This is more important than it seems at first glance, so we’ll go into it into more detail. You don’t pick up a hammer and decide you want to build something that involves nails. Instead you decide what you are making, then decide you need nails to keep it together. Similarly, the rules in this book do not always tell you how to do things or what you should do. Rather, they give you tools you can use for what you are trying to do. Some decisions will be easy. If you are trying to jump a chasm, that’s an Overcome roll. If you are dodging out of the way as that charging animal comes at you, that’s an Oppose roll. But a lot of situations may not be so clear. Don’t let that stop you. Try to boil down the action to its most basic expression and you’ll find that one of the rules you have will probably fit. And this leads to the next rule... '''The Silver Rule: Never let the rules get in the way of what makes narrative sense.''' The rules should not dictate how the narrative plays out. Once again, they don’t tell you what is possible; they just help you get to what you want to do. So, if the rules as stated don’t quite fit the situation at hand, make a ruling to modify how you apply the rules. Don’t change the story if it doesn’t neatly fit into the mechanics as they are presented here. You can see this philosophy throughout this book. Several mechanics, such as the rules for Writing or exploring, deviate from the particulars of the Four Actions. You should feel free to do so as well. For example, if it doesn’t make sense on an Advantage roll to give the character a Boost on a tie, then don’t do it. Look back to the spirit of the rule as a guide - a tie on an Advantage roll should be not quite what the character wanted, whatever that may mean. As always, applying these rules and any game mechanics are something that should be up for some discussion with the players if needed. Everyone should be on the same page.
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