I tend to prefer the players to direct the adventure, rather than the GM. But I agree that this can be the GM's role in some playstyles.Man in the Funny Hat said:The foremost job of the DM is to instigate and direct the adventure and to adjudicate the rules.
Rules adjudication tends to be handled by the GM in most roleplaying, I think, but this is independent of Rule Zero, which is not about rules adjudication but rules variation or rules suspension.
But some rulesets can encourage it more than others (as Skeptic notes in relation to Burning Wheel).Man in the Funny Hat said:A DM who tends toward abuse of authority will do so even if he is expressly forbidden to do so.
I agree that there can be good "strong GM" play under some conditions - although I disagree with those (obviously you are not one of them) who think that this is the only style of play, or what proper roleplaying consists in.Mallus said:Sure. But that sort of GM authority is integral to certain modes of play.
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there are benefits to the 'strong GM' style of play, so long as you trust the GM.
But I don't think that this sort of play depends upon Rule Zero. In my experience, RQ, Pendragon and Call of Cthulhu can all deliver this sort of play, but they do so through very robust action resolution mechanics, not through GM rule suspension or on-the-fly rules variation.