Now, before you go crying and rattling off on some hyperbole about how the DM never lost control, that's not up for debate.
Right, it's not. DMs have always had and will always have complete control over what they allow into, add to, band from, or alter in their own campaigns. Of course, oganized play - like RPGA or Encounters is a different story...
With Essentials (based on previews) and notably, my read through of the Dark Sun Campaign Setting book, I'm noticing a new trend that seems to give DM's more options to limit or control material in their campaign.
Magic Item Rarity is one of these things, but also the language in the DS Campaign book indicates this as well. Phrases like, "at the DM's option" and such seem to be being used more than in previous 4E books.
You could consider that 'more DM control' (if the DM didn't already have total control. Or, more accurately, more 'explicit' DM control. What it really is, though, is incomplete design. Rather than settle on one way or another of doing things, the designer off-loads a decision about the product to the DM (the customer). That's not bad - sometimes it's the only way to expand the apeal of the product - but it's not good /for it's own sake/.
Are you noticing the change? Do you think it's for the good or detriment of the game? As a DM, do you like having more explicit control over the game, or no?
Yes, I've been noticing this trend. Magic item rarity puts the responsibility for imbalanced magic items on the DM - WotC /is/ going to create imbalanced 'rare' items that /might/ wreck your game, so you're going to have to be vigilant. Essentials puts the 'class balance' ball back in the DM's court - no longer are classes mechanically balanced out the gate, the DM will have to adjust encounters and campaign factors to achieve balance among the PCs depending upon what classes are being played.
I can do all that - I've been running D&D for 30 years, I can do a whole lot more than that - so it's not hurting me, as a DM. It /is/ hurting me as a player, because there are a lot of other, less experienced, more enthusiastic DMs out there - who could be running games for me! - who won't be able to do all that, but could have run a perfectly good 4e game prior to these changes.
Making 4e /very/ easy to run straight out of the box was a great thing, because it meant more DMs, which meant more games, which meant more and more engaged players. And, it didn't take away from more experienced DMs, because we could still change things around all we wanted.
That's the key. Keeping the game easy to learn and easy to run is more important than making it more 'flexible' for the experienced DM or rewarding the 'system mastery' of the experienced player.
As a player, do you prefer when the game text gives DM's final authority over the content and rules used?
Not so much, no. Inexperienced DMs can get themselves in trouble if they think they need to lord it over every detail of the game, rather than just play it straight unless there's a real problem. Of course, if they actually /need/ to go over every detail of the game to keep it from exploding, that's even worse...
I think some people are entirely too eager to be pleased by Essentials - and others are entirely too eager to be outraged.
Hey, you didn't specify which thoughts.