In the Wyrd Lands RPG, the GM is not a neutral arbiter. They are the Wyrd. The Wyrd is fate, luck, chance, design and chaos. They are are the world and its people. However, despite being the embodiment of the spirit of nature and existence, they also need to run the game. This post overviews my first draft of my GM guide, for the Wyrd Lands . Please excuse the formatting on this, it is early days. This GM guide is supposed to be a single side of A4 that you might print out and have with you in any game to help you handle unexpected situations. I feel that you can start any discussion of this by asking two questions: What things do you want to hand to run your games? What things do you want to track as you play? Let's start with things I want to hand: This table is a way with coming up on-the-fly with attitudes for characters, including creatures and even whole communities. I always find this the hardest thing to think up in the moment: how characters act and reac...