This section is only for the GM (Game Master) of PRETEND. The GM may be responsible for teaching new players how to play. If it’s a GM’s first time playing, they should read this entire book first.
FUN is the most important part of the game. The GM does NOT play against the other players. The GM should create conflicts and challenges for players to overcome. The GM does not play favorites. They craft a story with other players that allows each one of their characters to shine.
PRETEND is best played in a setting with few distractions. The GM should play behind a divider. It will conceal their dice, plans, and secrets. The GM can create a mood using lighting, music, maps, props, or other tools. The GM can encourage players to take notes if their story includes details or clues. 1-inch grids and miniatures are useful for games that include a lot of COMBAT or physical drama.
Before playing, the GM should talk to other players about what they expect. This is how the GM will know whether the game should be more silly or more serious, and which topics to avoid. Players have different styles. Some like EXPLORING. Others like role-playing, COMBAT, solving puzzles, or collecting items. No matter their style, it's important that all players feel respected.
Everyone makes mistakes. If someone catches a small mistake, the GM can try to correct it. Otherwise, the GM should try to blend mistakes into the story. Stopping the game to check rules too often can ruin the experience. The GM has the final say. Serious disputes should be saved for out-of-game discussion.