Today, in flagrant disregard of my writing agenda, I started toiling away in the ubiquitously included "GM Chapter" of the rulebook. I know enough about my own writing processes to let my fingers type whatever they want to type. If they have something to say about GMing, so be it.
I found the clear articulation of a GM's Agenda and Principles in the *World games to be more than just good game design--they seemed like a Good Idea. When I ran Dungeon World, I wrote down the game's principles on index cards and put them in front of me. Whenever I was looking down to check my notes or roll some dice, they were there to remind me about what sort of game I was playing and what my players could expect from me. It became such a habit, I've started writing down GM principles for just about every game I've ran since.
Since justifying a game's existence (a heartbreaker in a sea of heartbreakers) is the author's central job, I thought it was probably important to write about the GM's principles, the game's themes, and my design goals. As such, I've included my list of GM principles for His Majesty the Worm.