Libramarian
Adventurer
It's like this. Those of us who don't mind the first exchange between player and DM disagree with your characterization of the DM's responses as meaning the same thing as "yes, you may". It doesn't feel like that. It feels like my mental map of the battleground has a tangible, objective reality that I am consulting. I'm not just pulling an answer out of my butt. I am NOT making the decision based on whether the player "deserves" the answer they're looking for, as characterizing it as "yes, you may" implies. I am following facts previously established about the gameworld. If I do get the "I'm pulling this out of my butt" feeling, and the stakes are significant, then I roll dice to decide. I feel that I am making the judgement fairly, and I endeavor to make sure that the players feel that way too.First, I'll say that you might be misunderstanding what the "mother may I?" insult is supposed to be targetting. It rather specifically refers to the uncertainty faced by the players due to an abstract game environment where they can't rely on certain facts of the game world. For example, tracking detailed positioning without a grid, where the positions of characters and availability of targets is mostly in the realm of DM fiat, so any action requires the player asking the DM if the action is, in fact, possible. This act of asking permission from the DM to perform any action whatsoever is the "mother may I?" part. It applies just as much to things like the game using abstract stunt mechanics rather than rigidly-defined powers, and the like.
Example of "Mother May I?" gameplay:
Player: We need to take out that ogre. Is he in range?
DM: Yes. (Yes you may)
Player: I want to jump on his back. Is it possible?
DM: Err... No, he's moving around too much and is too high for you to reach. (No, you may not.)
Player: Darn. I rush in and attack him with my sword.
DM: Go ahead. (Yes, you may.)
*dice rolling*
Example of the opposite:
Player: I'm 25 feet from the ogre, and I have enough move, so I move into range and try to grapple him.
DM: *listens patiently and plans the ogre's next move because he doesn't need to get involved*
*dice rolling*
Both sides have their strengths and weaknesses, but I prefer the latter, by a big margin. The biggest reason is that the former style leads to all kinds of problems because of different expectations on the part of the player and DM. Different people have different ideas of what is possible, so Mother May I gameplay leads to more disappointment and friction between people at the table. Dropping the Mother May I also speeds up the game and reduces the overall burden on the DM, freeing up time and mental energy that can be better used elsewhere.
The DM is in the best position to be combat referee for two reasons: one, they don't have a character so they don't have a conflict of interest; and two, their judgement ought to be the most accurate and consistent because it's their job in general to build, maintain and describe the setting. To me this sort of combat refereeing follows straightforwardly out of that. It's not out of step with the general role of the DM at all.
No, not really. You can ask the DM to make these judgements, and thus set the facts about the gameworld in stone, as early and often in your tactical decision-making process as you want."Mother may I?" gameplay hurts the ability of players to understand the basic situation and make complex plans and strategies.
I enjoy being active in the "referee" role. I find it makes the mental "movie" of what's going on more vivid for me.I don't think Mother May I gameplay is exactly fun for the DM... I DM a bit myself, and I much prefer relying on the rules and removing ambiguity, rather than factoring in a lot of ambiguity and making tons of judgement calls. I prefer to just roll the dice and see how they fall. Also, most of the stuff that is fun for DMs is unrelated to Mother May I as well.