For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”
Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.


flavonol@lemmy.world Many, I imagine.
I spend… too much time on the Pathfinder 2e subreddit, and it is so painfully clear from how quietly obsessed that space is with class build optimization, that the idea of fighting for anything but a decisive, 100% kill outcome (on either side) is unimaginable to most people there. I think the most recent thing I saw could be summed up as “what’s the point of Hexploration if the outcome is just moderate difficulty fights?”
Even the idea of non-combat encounters or worldbuilding encounters are becoming alien to modern TTRPG fans, it seems.