Headhunter Jones said: I think there most definitely is a best way to GM a given game in consideration of its mechanics relative to the game experience intended by the designers. I think that the designers should frame clearly the rules for the GM to get that game experience, then offer advice for how those might be modified and how that might affect aspects of the game. Other games already do this to great effect. I know when I sit down to play Dungeon World under any GM, I can expect a particular game experience because that game has specific rules and procedures for the GM to follow to perform his role in the game. When I sit down to play D&D under any DM where the DMG is pushed as "tips" or "tricks", it's a crap-shoot. (The number of DMs that run 4e like a 3.5e game then decide the game "sucks" is staggering. They're separate games demanding different approaches , but when the DMG is just seen as a "suggestion" instead of rules for running the game as intended by design, that's what you get.) That would seem to (again, a bit off topic) be a quantifiable correct way to GM, versus having a bit of flexibility in the provided content. I'm certainly not dismissing that having guidelines - and in some cases, specific rules - are important, but I think it can be take too far. GM's are provided with rules and mechanics, which are used to arbitrate and craft the gaming experience - but in the games that I have played, having one that performs unilaterally the same from campaign to campaign is something I would have decidedly no interest in. I could point out that the number of people that play D&D 4.0 and 3.5 are staggeringly numerou s, which I'm fairly confident can lead to this "crap shoot" you're referring to. I have never met, or played with someone that runs Dungeon World, so your comparison doesn't really work for me - but regardless, the appeal is lacking. Perhaps, as a counter point, you prefer the mechanics in Dungeon world that facilitate this conclusion, in contrast to D&D 3.5/4 - which have a wide difference in game play and build between them, let alone outside systems - which is something I can certainly get behind; I have found that the same DM does not always produce the same product from system to system - but that can be as much the fault of the content or setting as say, the existence or lack of rigorous GM procedural notes. Having said that, if a GM and their players are willing to make the best out of what is provided for the purposes of the original goal, ie, to have fun - the provided GM structure, and the content of the game should have little baring in the end (as returning to my original point). Honestly, I'd love to give this discussion more of my time - but work is piling up :/