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Golden Rule
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=In Depth= The rule boils down to this: the GM is [[God-Emperor of Mankind|God]]. It's the GM's job to make the story, and to make a party of [[Murderhobo]]s try to get along, and maintain some sort of context for the campaign as a whole. As such, he's empowered to take certain creative liberties if the players are [[Powergamer|doing something ridiculous but within the confines of the rules]], or if the [[Old Man Henderson|campaign has gone tits up]] somewhere along the line, or to call shenanigans on [[That Guy]] when his antics are getting too disruptive. Part of the Golden Rule is that the GM is given the chore/pleasure to play mediator between player, characters, and the story as it unfolds. The books, as said above, are guides, and the GM ultimately has the final say regarding your characters and actions. It won't matter if your character hit the [[BBEG]] with a called shot to the flashing weak point using your vorpal pistol of salsafying with a natural 20. If he says Crystal Dragon Jesus shrugs it off, then he does. In addition, the GM does hold a [[Social Contract]] (also known as Rule 0.5) with the players not to abuse or fuck with his players in any dickwad manner. If he uses a house rule, then he needs to be sure to let them know. This goes for any additional rulings, but he should have a fairly rational reason for it. It's acceptable to say, not let them roll up a [[Cleric]] because the party comes from a secular society, but not ok to say you can't roll up a [[Techpriest]] because he thinks they're fucking weird. Now all of ''that'' said, the Golden Rule isn't a bad thing. If you have a good or reasonable GM, the Golden Rule can be make for some great times.
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