H&W said:
There is no power relationship at the table or authority. It's simply a lens you've chosen to see the relationship through.
Well, at the risk of being guilty of a logical fallacy here, there's about a couple of thousand years of political thinkers that would disagree with you.
You insist that any power relationship must be negative and that's entirely on you.
Look, break it down.
A DM, at any point in time, may declare any element in the game to be true. If he decides that there is a dragon behind that door, then there's a dragon behind that door. If he decides that the party is attacked by assassins while they're resting at the inn, then they get attacked. If he decides that the mayor wants to be helpful, then the mayor is helpful.
A player may not at any point in time declare any element in the game, beyond his own character, to be true.
YOU add the cult member. Not the player. The player suggests it, but, you are under no obligation to do so. The authority rests solely behind the DM's screen. That authority is placed there by the fact that only the DM may, to use your language, change the code in the game.
The players cannot take any action, beyond simply self contained ones, without the tacit approval of the DM.
If I'm no longer involved because I withdrew, it is completely immaterial that the campaign exists for others because it is ended for me. The only reason it matters if the campaign continues is I know a group of people I may want to interact with are busy during a defined period of time.
Although it is uncommon for a player group to continue a campaign rather than start something new (or return to something older) when a campaign ends, it is within the power of the group to make that decision -- not any one member no matter his position in the failed game.
A DM does not have the power to end anything other than his involvement -- the same as any other player. The group decides how the group will continue to use its time. The group may decide to break up and go separate ways, start a new shared activity, return to a previous shared activity, or continue the current activity with a new DM.
You assume that the DM leaves.
That's often not the case. The DM can simply say, "I don't want to run this campaign anymore, I'm not liking it, I want to run this other campaign now." And, that's what happens.
Whether you as a player no longer participate in the campaign or not has no bearing on whether the campaign continues. While it is possible for a campaign to switch DM's, it's pretty rare.
I'm still rather bewildered by all this sudden defense of players though. This is just bizarre. Normally, I'm the one talking about restricting DM powers, yet, suddenly, everyone is coming out of the woodwork to tell me that DM's are just another player at the table, with no more authority or power than anyone else at the table.
This is weird.
Heck, not that long ago, I argued in favor of the idea that if a DM's only criteria for disallowing a player choice during chargen was that he didn't like the idea, not that there was any other reason, but that he simply didn't like the idea, that he should let the player have his way. I was resoundly dogpiled for that. How DARE I suggest that a DM doesn't have absolute authority over his campaign?!?! Yet, now, apparently, every time a player leaves the table, my campaigns end.
Pemerton said:
...just curious about your views on something.
In the game I run, I am using an optional rule which allows players to spend Character Points to add plausible elements to the scene. What is 'plausible' depends on the general consensus of the group.If this scenario where being run, the cult member could possibly be an element the player could add.
Would you feel that would be a case of a player having power at the table?
(Admittedly, the player is limited in this by points whereas the GM is not, but I'm curious of your views on playing this way.)
Love the idea. I love giving the players more authorial control at the table. It engages the players to a degree that I find simple reaction doesn't.
The old James Bond 007 game let you burn something similar to Action Points to add elements to scenes so long as they fit within the general idea of a Bond movie. So, during a chase scene, a player could have a little old lady walk out into the street to delay the pursuit, or something like that.
I like these ideas. I wish D&D allowed more of them as a baseline. But then, everyone would bitch how D&D is becoming a story game.
