Dungeoneer
First Post
So, I have this friend, let's call him 'Billy'. Billy has been coming to a semi-regular board game night that I and some other people put together. We play a lot of geeky, rules-heavy stuff like Zombicide and Munchkin. Billy really likes these games.
In addition, Billy is also a big fan of fantasy novels, collecting every thing to do with a certain popular, multi-volume series of massive fantasy tomes. And Billy likes CRPGs and MMOs that are fantasy flavored, including those based on D&D rulesets.
A couple months ago the boardgame group decided they wanted to play D&D. Of course I invited Billy. I felt that logically his love of rules intensive games and fantasy worlds would make him a natural fit.
ME "Hey man, you ever played D&D?"
BILLY: "No."
ME: "Well we're going to play a short game soon. I think it would be right up your alley. You in?"
BILLY "No, I don't like the idea that the GM that can arbitrarily change the rules of the game."
ME: *shocked silence*
This objection had never, ever occurred to me. I think of the GM (in my group of friends, often myself) as a benevolent presence trying to provide a fun and challenging game for the players. I had never considered that someone might view a GM as someone who was (potentially) changing the rules on a whim, interfering with the players, and generally playing god with the sacred rules of the game.
Having realized that there was at least one person in the world who felt this way about 'GM fiat', I started noticing a similar perspective on various messageboards. Here are some of the complaints I've observed that seem to share the same concern about arbitrary GMing:
- "This monster/NPC doesn't have any non-combat abilities listed. How am I supposed to use him out of combat?!?"
Me: I assume the NPC has whatever abilities needed to play its part in the story.
Anti-Arbitrary GMing person: It's not fair to just make up abilities for NPCs because that could lead to cheating or overpowered NPCs.
- "The core rulebook has no rules for underwater adventures. What am I supposed to do when my players encounter the dread Fishlocks next session??"
Me: Extrapolate some simple rules based on the existing rule set, tell the players the rules, and away we go.
Anti-Arbitrary: This would be a clear case of making up rules.
- "My min/maxing player has found a weird loophole in the rules that allows him to do quadruple damage. How can I stop him from ruining my game?"
Me: That 'loophole' is stupid. Don't let him use it.
Anti-Arbitrary: It's technically in the rules and I don't want to arbitrarily change the rules, so...
- "The party's dwarven cleric wants to buy a ruined temple. How much should it cost?"
Me: I'll spitball a cost that is just high enough to make things interesting for the dwarf cleric.
Anti-Arbitrary: There is a specific correct cost for everything in the world. If the cleric can afford to buy ten ruined temples, you have to let him. If ruined temples turn out to cost a billion gold, too bad for him."
I've always been taught that a good DM is creative, flexible, willing to make things up on the fly and re-calibrate the game for the maximum fun of the players. But it seems there are players for whom 're-calibrating' for fun will actually make things un-fun. Or am I reading too much into this? Is my friend just a lone lunatic clinging tightly to the illusion of control?
And if there ARE a lot of people who find the idea of the arbitrary GM distasteful, may I ask why?
In addition, Billy is also a big fan of fantasy novels, collecting every thing to do with a certain popular, multi-volume series of massive fantasy tomes. And Billy likes CRPGs and MMOs that are fantasy flavored, including those based on D&D rulesets.
A couple months ago the boardgame group decided they wanted to play D&D. Of course I invited Billy. I felt that logically his love of rules intensive games and fantasy worlds would make him a natural fit.
ME "Hey man, you ever played D&D?"
BILLY: "No."
ME: "Well we're going to play a short game soon. I think it would be right up your alley. You in?"
BILLY "No, I don't like the idea that the GM that can arbitrarily change the rules of the game."
ME: *shocked silence*
This objection had never, ever occurred to me. I think of the GM (in my group of friends, often myself) as a benevolent presence trying to provide a fun and challenging game for the players. I had never considered that someone might view a GM as someone who was (potentially) changing the rules on a whim, interfering with the players, and generally playing god with the sacred rules of the game.
Having realized that there was at least one person in the world who felt this way about 'GM fiat', I started noticing a similar perspective on various messageboards. Here are some of the complaints I've observed that seem to share the same concern about arbitrary GMing:
- "This monster/NPC doesn't have any non-combat abilities listed. How am I supposed to use him out of combat?!?"
Me: I assume the NPC has whatever abilities needed to play its part in the story.
Anti-Arbitrary GMing person: It's not fair to just make up abilities for NPCs because that could lead to cheating or overpowered NPCs.
- "The core rulebook has no rules for underwater adventures. What am I supposed to do when my players encounter the dread Fishlocks next session??"
Me: Extrapolate some simple rules based on the existing rule set, tell the players the rules, and away we go.
Anti-Arbitrary: This would be a clear case of making up rules.
- "My min/maxing player has found a weird loophole in the rules that allows him to do quadruple damage. How can I stop him from ruining my game?"
Me: That 'loophole' is stupid. Don't let him use it.
Anti-Arbitrary: It's technically in the rules and I don't want to arbitrarily change the rules, so...
- "The party's dwarven cleric wants to buy a ruined temple. How much should it cost?"
Me: I'll spitball a cost that is just high enough to make things interesting for the dwarf cleric.
Anti-Arbitrary: There is a specific correct cost for everything in the world. If the cleric can afford to buy ten ruined temples, you have to let him. If ruined temples turn out to cost a billion gold, too bad for him."
I've always been taught that a good DM is creative, flexible, willing to make things up on the fly and re-calibrate the game for the maximum fun of the players. But it seems there are players for whom 're-calibrating' for fun will actually make things un-fun. Or am I reading too much into this? Is my friend just a lone lunatic clinging tightly to the illusion of control?
And if there ARE a lot of people who find the idea of the arbitrary GM distasteful, may I ask why?