I spent this morning walking my daughter to kindergarten, and then reading to her 
class for about a half hour.  On my way home, I was turning a project some friends of 
mine and I are working on under the d20 OGL, and I sort of mentally put these two 
things that are so important in my life, parenting and gamemastering, and realized 
they're awfully similar in some ways.  So I thought I'd share them with you, maybe 
some of you parents might get a chuckle out of it:

In many ways, parenting and GMing are less different than you�d think.  It�s not 
necessarily because players are like children, but more because you are responsible 
for your players development in the same way you are responsible for your children�s 
development.

1) You must teach and enforce the rules of the game to both.  As a parent, you are the 
one that has to teach your kids right from wrong, how to behave, and what the rules 
for getting by in the world are.  They�ll never know the rules if you don�t teach 
them.   As a GM, you have to know and enforce the rules of the game, and chances you 
will know them better than your players.  It�s your responsibility to make sure that 
your players follow them.

2) You can apply some of the techniques you used as a GM as a parent.  For example, if 
your NPCs are all acted in different ways, using voices, facial expressions, etc., you 
can do the same when reading to your children.  Change your voice for the giant or the 
troll or the teeny tiny baby bear.  It�s more engaging for them, and more fun for you 
too.

3) Life isn�t fair.  This is a lesson your PCs will learn when they roll a critical 
failure or their plans go bust.  This is also a lesson your kids will learn.  Since 
you�ve already had to console a distraught player who lost his favorite character, 
you�ll at least have a little experience when your kid doesn�t make the team or winds 
up in the chorus instead of getting a lead role.

4) Players are convinced that you�re out to get them.  Your children are also 
convinced you�re out to get them.  In many ways, this may even be true.

5) Players make unrealistic wish lists.  Children make unrealistic Christmas lists.  
In both cases, it is your responsibility to tell them �No.�  And in both cases, you�ll 
be listening to a lot of whining about how unfair it is.  (See #3)

6) As a GM, it is important to give your players the illusion of independence.  They 
have to feel that their choices are their own.  Yes, sometimes they will surprise you, 
and go off somewhere half-cocked, but most of the time, they will do what you would 
like them to do with the proper guidance, while still feeling independent.  As a 
parent, you have to let your kids start to find their own way.  But you also want to 
make sure they�re not putting themselves in danger.  For example, the first time your 
child crosses the street alone, he feels a huge sense of accomplishment.  But you will 
likely be watching surreptitiously to make sure everything�s OK.  The illusion of 
independence is there, and your child feels like he truly accomplished something.

7) There is always randomness in life (Diceless game GMs can skip this one).  Your 
players learn this, and your kids will too.

8) Seeing as you�re the one that spends the most money and does the most work, you 
really do have the final say in your game and in your home until they�re ready to 
leave the table or the house.

9) Your imagination is what keeps your players coming back.  Apply it when you play 
with your kids.

10) A GM is often just an adult with a sense of wonder.  Share that with your kids too.

11) It�s up to you to maintain discipline, both as a parent or a GM.  If you don�t, 
neither kids nor players will.  They just can�t help themselves.

Jim

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