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Matt Mercer DM Tips: The Rule of Cool!

Sundry’s Critical Role, and welcome to my video
series on tips and tricks for game masters and

dungeon masters alike. Today, we’re talking about
the divisive rule of cool.

[trumpet fanfare]

For those of you who aren’t aware what the rule of
cool is, it’s a trope that essentially means a

willing suspension of disbelief for the sake of a
cool moment. It happens all the time in film and

television and a lot of storytelling of a visual
nature. It’s just being able to suspend your

disbelief enough to let something cool happen and
not dwell too much on the specifics of it. In RPGs

this generally refers to occasionally allowing the
chance for some ridiculous stunts or unique

interpretations of some of the rules or features
of a system for possibly a cool moment.

I think it’s a really really fun element to use in
moderation. You need to establish early on in your

game with your players how much of a level of
crazy you’re willing to allow, just so everyone

understands the general feel or flow of the story,
what to try for, and what not to try for. A lot of

non-fantasy RPGS, a lot of modern systems, and low
power horror systems tend to adhere to strict

realism in player actions because that’s how they
build their tension and that’s how a lot of the

game’s danger elements are built around. For those
the rule of cool is a little more sparing

comparatively. And it’s not always good for a
game’s story to incorporate a lot of– tension,

difficulty and fear are a powerful storytelling
tool. And if the player feel like they can do any

wacky thing, any crazy idea at any given time and
probably be okay, then it takes away an element of

that. So you want to be sparing with its use, but you
also don’t want to squash the player’s creativity.

At least not physically.

So for the GM and the player, if you agree to
that, that’s something that you can occasionally

pull into a game. Be sparing with it. Pick the
right moments to have those heroic stand up

experiences to do something crazy. There is a need
for the GM to maintain an internal consistency with

the rules in the world so it stays cohesive and
that people understand the boundaries. You don’t

want the stakes and the reality and the tension to
have less weight, which can happen if you allow

too many of these to happen in succession.

Gauge which player actions are viable, as a GM,
and which you might consider abuse. A cool rule of

cool moment might be like if somebody decided–
for instance, a sorcerer has a fog spell. Cool,

that’s a fog spell. It usually just clouds a
little area. What if they decided they wanted to

use that fog spell to create enough moisture that
if they funneled it into an area that was

extremely flammable it would actually dampen the
flames. That’s a creative use of it. It’s not

really a rule of cool moment. It’s a creative use.
So you can find that separation there.

If somebody decided they had an ability that let
them slow fall, like a monk in 3.5, they decided

they wanted to use that to coast down the entire
side of a castle as it was crumbling. That’s kind

of intense, but it’s not completely out of the
realm of possibility. So from a cinematic

standpoint, it could be a really cool character moment
if they’re like carrying a special item they just

stole and it’s their only way of escape. I would
say go ahead and allow it, possibly incorporating

some skill checks and some challenge, some
difficulty to that experience. But even if the

rules don’t implicitly say that a person could in
theory continue to coast that down a series of

long surfaces in a row, don’t be afraid to bend
the rules or loosen up a little bit to let those

cool character moments shine through.

This also involves in battles and terrain, having
to escape on a collapsing ice bridge.

It sounds very cinematic and very Michael Bay film
aspect, and that can be a really cool moment in a

story, occasionally. But if every single moment in
the game is that, once again it loses its weight,

loses its cohesiveness, and the quieter moments
seem boring by comparison and players seem less

invested in the story and tension in-between. But
also for people that do not abuse the rule of cool

and try and constantly break your game,
or go far beyond what their character’s

limitations are, reward those moments of
creativity. You can give them either bonus

experience at the end of the session, possibly
that moment might lead to a better relationship

with a non-player character, or the discovery of a
secret piece of equipment. But also dissuade

people from reaching too far too often. If someone
continues to reach too far in your game and is

constantly trying to break what is considered a
viable character feature list or skill set, then

perhaps their failures grow more punishing. There
are ways of doing it that aren’t too direct. And

if you’re having a problem enough in the game with
this or you feel that it’s really pulling away

from the overall narrative, or the rest of the
players’ experiences, just talk with them outside

of the game.

Now, most RPGs are designed forge a heroic story,
showing feats of legend. So let the players try.

Let them fail, and occasionally succeed.
Occasionally. One of my favorite phrases, and you

see me use it constantly in Critical Role, is
“you can certainly try.” And I’ll stick and adhere

to that because I think part of what’s fun about
RPGs is it’s a place where you can attempt things

you would not otherwise be able to do in your own
life. And as long as you do it in a creative and

respectful way that doesn’t damage or disrespect
the time and energy that the dungeon master or

game master has put into the narrative, I think it
can lead to some really, really awesome, memorable

in-character moments. Just through experience, you
find that fine line. You find what works, what

doesn’t, and make sure you discuss that and are
clear with it with your players going forward, and

you guys are bound to create some really, really
epic, memorable adventures.

Thank you so much for watching. I hope this has
been at least somewhat helpful in your game

mastering experiences. You’ll be able to see more
of these videos on geekandsundry.com and I’ll see

you next time.

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