Brain Drain Friday (Saturday Edition): The Rule of Cool

Hey everyone,

So, here's a belated Brain Drain Friday post... but on a Saturday! I've been so busy this week that yesterday just completely blew by me. I didn't even realize what day it was. Part of the reason, I think, is that I didn't have to go shopping yesterday, which is usually the draining event that firmly signals the end of my week.

Since my brain is still playing catch-up, I wanted to talk about a simple but powerful GMing concept. In my opinion, it's the most important rule in any tabletop roleplaying game: The Rule of Cool.

What is "The Rule of Cool"?

Simply put, the Rule of Cool states that if a player (or even the GM) has an idea that is incredibly awesome, cinematic, or just plain cool, you should allow it or at least allow an attempt, even if it bends, breaks, or isn't covered by the written rules of the game.

It's about prioritizing what makes a fantastic story moment over a rigid adherence to the game's mechanics.

Why It's a "Lazy GM's" Best Friend

I love this principle because it's not just about fun; it's also about making the game easier and more dynamic to run.

  • It Cuts Down on Rule-Lawyering: It's much faster and more engaging to say, "Wow, that sounds amazing. Let's figure out a quick roll for it," than it is to stop the game for five minutes while you flip through a rulebook looking for an obscure rule that probably doesn't even exist.
  • It Empowers Your Players: Nothing encourages creative thinking more than rewarding it. When players know that their clever, outside-the-box ideas might actually work if they're cool enough, they become more invested and engaged in the game world.
  • It Creates Unforgettable Moments: Let's be honest, the stories we tell years later about our TTRPG sessions are rarely about the time we followed the rules perfectly. They're about the wild, improbable, and awesome moments that happened because someone had a crazy idea.

A Classic Example

The go-to example is always the best one:

Doesn't that look Cool?

The party is in a chaotic tavern brawl. The fighter, instead of just making a standard attack, declares, "I want to run up the stairs, jump off the balcony, swing on that big chandelier, and kick the bad guy in the face!"

  • The "By The Book" GM might say: "Well, the rules don't cover swinging on chandeliers, and you'd take falling damage, and you can't move and attack like that..."
  • The "Rule of Cool" GM says: "That sounds awesome. Give me an Acrobatics check. If you succeed, you do it. If you fail... well, it's gonna be a fun landing."

Which game sounds more exciting?

This doesn't mean you let players do anything they want without consequences. The idea isn't to break the game, but to enhance it. If the "coolness" factor of an action is high enough, it's worth bending the physics or the mechanics just a little bit to create a legendary moment for your group.

So next time a player at your table has a wild idea, before reaching for the rulebook, just ask yourself: "Is it cool?" If the answer is yes, let them roll for it.

As always,
Michael Garcia a.k.a. TheCrazyGM

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3 comments

A good game is one that balances the consistent dynamics and rules with spontaneous, unexpected, unknown elements, so yep, I see how this could very much coming in handy! I'm filling my GM toolbox, and I'm not even a GM...lol! 😁 🙏 💚 ✨ 🤙

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A good game also just has the right challenge and random elements. 🤔🧘‍♂️ @savvyplayer knows this better than I do, since I simply test games, while @savvyplayer loves playing them! 🎮😎😏

!INDEED !HOPE !WEIRD !HUG

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Indeed, it's true, and so few games actually balance all these important aspects well. 😁 🙏 💚 ✨ 🤙

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!WEIRD

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I would probably give them the falling damage either way, but its totally cool, yes.

Totally cool things can also be amazing stories when they fail. I remember a friend trying to legolas a shield down a staircase and failing. Of course the next room with the final boss was completely prepared and buffed for the epic final battle.

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That's actually one of my next posts "Fail Forward" that is about exactly that!

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(edited)

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