Pen-and-paper is a really exciting hobby. That’s why there are dozens of books that describe the various systems and rules in detail to provide players and game masters with the best possible experience. But one is missing for our tech author and mega-nerd Jan Hartmayer.
Rules belong to Dungeons and Dragons. For decades, there have been various works on the topic, and gamers use different variants every day. This variety is what makes the charm of the hobby for me.
If I want to play a standard round according to the 5e rule set, no problem. If I feel like a bit more horror and mystery, then I grab a Cthulhu system and get started. There are also plenty of Sci-Fi and game variants like Avatar Legends.
But in almost all of these rules, I actually miss one specific rule. Without it, I couldn’t play pen-and-paper at all. It influences what happens as much as hardly any other. I’m of course talking about the Rule of Cool
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Fun comes first!
The Rule of Cool states that a dungeon master or game master should decide in favor of the cooler moment during certain exciting moments, regardless of what the dice show.
At its core, it’s about ensuring that the flow of the game isn’t interrupted and that players have the opportunity to perform cool actions. Surely you’ve wanted to kill an enemy with a special finisher or solve a puzzle with an unorthodox method many times.
That’s why a good and attentive dungeon master should always keep an eye out for such moments and decide at their discretion. An example: The player is missing 2 dice points for the action, but it is important for the course of the game, so I allow it anyway.

Communication is extremely important!
Just as important as rules is communication with your players. Before starting a game, fundamental things like the system, rule set, and special functions should be clarified.
For nothing disrupts a DnD session as much as players arguing with their dungeon master over trivialities. This causes everyone involved to lose interest in seconds.
The Rule of Cool can also involve consequences when you want to offer gamers a high-risk, high-reward situation. Just say before a risky action that the person in question normally couldn’t perform it, but due to the great idea, you’re giving them a chance.
Should they fail, there will be consequences. How severe these are depends on you. Personally, I believe that leaders should reward attentive and innovative plays. Regardless of whether this fits into the session plan or not. Because nothing makes fellow players happier than solving an impossible situation
. Besides a system, the class is also extremely important for a smooth play: Dungeons & Dragons: These are the favorite classes of the MeinMMO editorial team – which one is yours?
What do you think about house rules? Do you use them in your sessions? Are you a fan or do you prefer strict DMs? Let us know in the comments!
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