For me, it was: “If it’s going to help your players have more fun, cheat. Fudge a die roll. Make shit up. The dice don’t tell you what needs to happen, your players’ reactions do.”
Obviously, many people will disagree with this, but I’ve always appreciated this advice, and I believe it has made me a better GM.


That’s an ad hominem argument, I’m afraid. The player isn’t responsible for running the game - at least not in the same capacity. The GM is the one who either selects the adventure to run or writes it themselves. The players (at least not in any game that I’ve ever participated in over the last 30+ years) do not. As the one who is doing all of the legwork in creating, hosting and running the game to maximize the enjoyment of the group, overlooking a few terrible dice rolls here and there isn’t going to make me lose any sleep. In fact, in just about every TTRPG rulebook you will find an entry that states, in one form or another, that the GM is the final arbiter of the rules - up to and including overriding them as they see fit. Do things differently at your table, if you like. You don’t have to agree with me, either. Different strokes and all that.
I did not attack your character.