Someone saying they are open and actually being open are two different things sometimes.
I would appreciate it if you would never try to rewrite my motives. If I say I'm open to your thoughts, I am. Please do not say otherwise. Thank you.
Pointing out that you consider applying "Rule 0" to be a "cheat" was a way to point out that we have some bit of a divide in our approaches to the game and understanding of how RPG rules systems work.
I understand completely what you were pointing out. Of course, I'm using the same language that the 3.5 DMG did. It has a section on "DM Cheating and Player Perceptions". It goes on to talk about "you really can't cheat" because of Rule 0, but the wording is present for a reason:
some player's view it as cheating. That's the point of the title, after all.
Which is what I commented on in my post, and what you kinda glossed over. People have different views on it, and my group's social contract definitely differs from yours. However, the point was exactly that. Some types of fudging are seen as such cheating to certain groups, and not to others. It'll differ from group to group. Saying, "it's never cheating" is definitely a viable view on it, but saying "it's never cheating to any group at any time, no matter what they think" is pretty unacceptable, to me. I assume you don't think that's the case.
Further, your use of the word "cheat" suggests that there is an adversarial relationship between GM and other players in an RPG, which I further do not believe, therefore the idea that a facilitator of a game could "cheat" acts as a non sequitur in RPG discussions with me, as it is a foreign idea, unrelated to RPGs in my estimation.
I don't feel like an adversary, I feel like an arbiter. I feel like I'm not on the player's side, nor the NPC's side. To that end, it's especially important to me that I don't cheat. I don't favor the PCs or NPCs when it comes to rolls, ideas, innovative gambits, and the like. They both follow the same rules, and fudging one way or another makes the game less enjoyable for my players.
Can't you see how being as close to impartial as possible would be important to some players (my players feel they've only really "earned it" with this style of play)? And how that means it's very important to
not be adversarial, but also try never to fudge?
So, the point is (though I think you already understand this), the GM cannot cheat because the GM is neither an adversary nor bound by the guidelines of a game system.
I guess we'll agree to disagree here? I mean, as a strong believer in house rules, I'm pretty much okay with a "this is cheating" clause being in any game as part of the social contract.
If a GM feels something has gone awry, with the rules or the dice, the GM makes an adjustment. Is it possible that it can be done more elegantly? Sure, maybe even quite often. But despite the GM being the introducer of conflict for the characters, the GM is not in conflict with the players, and so cannot "cheat."
I guess that's your view. I can say it doesn't hold true for my group, and while it seems like you're making an objective statement, I can only assume you're only speaking for your group and those that agree with you. Because, if it is more broad, I can say that I disagree, and that you're wrong. As always, though, play what you like
