This is an old revision of the document!
brainstorming ground for now
Everyone at the table is responsible for everybody else's fun, not just the referee.
referee: don't take things away from the players. don't say the sword guy's sword gets broken. don't randomly kill off animal friends or important npcs. Put these things in danger and let the players defend them sure (so long as you don't overdo it) but be fair about it and remember the goal of the game is fun.
corollary to above: player ability selections are a message about what they want to do. if somebody is highly combat-focused, make sure that they get to fight sometimes. if somebody has levels in social classes, don't make everyone they meet a bloodthirsty animal. give your players the ability to solve problems their way and roll with it.
if a player has an ability that seems like it would be conceptually perfect for the current situation, let them use it for that even if the ability doesn't specifically list that use
if a player wants to do something that they don't have any conceptual training for, make it an operation challenge if they can explain a reasonable-sounding process for it or just make it a straight up die roll to keep the game moving. Announce odds of success in advance. 50% (7+) is a good standard.
referee: always roll dice in the open unless an ability specifically requires you to roll in secret.
prep situations, not plots. RAILROADING IS A SIN. anticlimactic moments and failure can be hilarious, and victory's sweeter when you earn it.
have a session 0 to discuss expectations so that everybody's on the same page.
establishments- should there be a more even distribution among classes? 3 each? might stick with “as many as seem applicable”, but even application also has its own charm
keystone examples for each class, at least a d4 chart for referee imagination