Player agency
The referee may create the game world, but the players' choices are
what make it come alive. Players should be free to determine when,
how, and even whether they want to engage with a particular
challenge. The game becomes more interesting when their decisions,
rather than a planned sequence of scenes, shape what happens next.
Emergent play
Often, the best stories at the table come from things that had
nothing to do with a pre-planned situation. Good adventures leave
room for interesting, strange, or surprising situations to emerge
from players thinking creatively. They provide challenges for the
players to think about without insisting on one pre-approved
solution.
Meaningful choice
Players should be given enough information to make educated
decisions. A good adventure does not ask them to guess at a single
correct answer; it presents challenges, risks, and opportunities,
then lets them decide how to tackle them. Choices are strongest when
the stakes are clear enough to weigh, but not so obvious that the
decision has already been made for them.
Rulings over rules
The rules of any tabletop role-playing game are tools. The game
should be guided by the referee's rulings, not by dogmatic adherence
to a particular system. When the players try something unexpected,
the referee should make a fair judgment and keep things moving
instead of letting the search for a perfect rule stop play cold.