I came to the realisation sometime around the early 2000s - and I think [MENTION=22779]Hussar[/MENTION] has come to the same view - that there is a very serious issue that runs far, far deeper than "DM impartiality".
However impartial, a DM - like any human being - has a "world view" that describes (models, even) the way that they think of the world as working. It informs how they believe any circumstance arises, how any event works. And these world models all have one important thing in common. They are all wrong.
What does this mean for RPGs?
The second reason that the approach is problematic is that, in order to give the players of the game a sufficiently good idea of how the game world really works, a huge amount of communication is needed.
Worse still, this communication is likely to cover large areas that the GM does not consider needs communicating because it's "obvious". It is, after all, their baseline assumption (even if wrong) for life.
My own experience, looking back and over the last few years, is that players end up not playing by any model of "how the (game)world works". They end up looking to the GM for social cues and body language that tells them whether or not their "great idea" fits what the GM can slot into his or her world model. In other words, they end up "playing the GM" rather than "playing the game".
In other words, GM impartiality is needed, yes, but it still doesn't address the core of the issue. Even an "impartial" GM has 'biases' that arise simply from the way they believe the world is. You can't remove that - it's part of being human.
It is my belief that a game has to be believable and fun. We watch movies where things happen that aren't believable but are still fun and we accept them because the "realistic" way of doing things would be no fun for the story. However, in general, I think Hussar and I agree that realism is the "default" way of resolving issues and that the rules attempt to model "realism" but with some abstraction in order to make it easier to handle. The abstraction often causes issues that you ignore simply because it would take too much time and effort. However, in situations were you don't need the abstraction you can just substitute realism or what you want to happen in its place. Someone falls off a building and none of the PCs are involved...either the fall kills them or it doesn't. It's really up to the DM what happens. He doesn't need to use the rules for this.I've been in lengthy threads here at EnWorld discussing how I approach the game through that perspective, and I don't really want to go through them again, but I've also been in lengthy arguments with Hussar where he denied that perspective and approach in favor of one where the rules were ignored in favor of loosely defined rule of cool (as defined by the player, though exactly how the DM and player were to agree on what was 'cool' wasn't explained, the DM is just supposed to be a mind reader I think).
Agreed. The easiest method is to use the rules as how the world works. However, the rules don't ever cover everything. That generally means relying on the one thing everyone has in common, reality or an agreed upon version of reality. Reality works because because there are probably billions of things the rules don't cover that we've encountered in our day to day lives that we all sort of understand.It means that the story teller must accept the burden of communicating the model of how the world works in some fashion.
DMs don't manipulate information on purpose most of the time. But they do so unconsciously or unknowingly. Take the example above. If the DM considers it common sense that you can't jump 10 feet in full plate and that obviously everyone should know that, he's unlikely to explain that the chasm in front of your is impassable or that you need to look for another way around. He'll just assume you already know that and let you decide.And we get back to the whole, "You can't trust your GM", crap. The fundamental assumption here is that there is an adversarial relationship with a DM that is manipulating the flow of inframation to the PC's in order to surprise them with their unwise uninformed decisions. Put to analogy, the idea here is that the GM is a bad mystery novelist, who fails to put sufficient information into the story for the resolution of the mystery to make sense to the reader when it happens. Or in other words, the idea is that the GM cheats.
The problem comes down to when the rules don't cover something, which I assume even yours don't. Each person has their own idea on what is possible, impossible, easy, and hard.I don't 'want' you to do anything. I don't have a preferred solution." The PC's almost always come up with actions and solutions I didn't think of. By no means does this mean the answer is, "No." or worse "Wrong!" The answer is defined by the rules and the setting. I define the answer only to the extent I'm the author of both, but I would like to think that there is pretty thick bandwidth in terms of communicating how things work. This issue isn't even operative.
You are not reading what I wrote. How can it possibly be a GM trust issue if the GM isn't telling you stuff because he or she considers it obvious? How is the GM "cheating" if they consider some assumptions to be essential, with no possible alternatives? The GM is, by definition, unaware of these assumptions and biases. They are unconscious "givens" - things that the GM considers simply the way things are. If they were aware of their assumption they could "cheat" about it, but if they are unaware that they are assuming something how can they possibly tell you something else? How is not telling you duplicitous if they don't even realise that an alternative is possible?And we get back to the whole, "You can't trust your GM", crap. The fundamental assumption here is that there is an adversarial relationship with a DM that is manipulating the flow of inframation to the PC's in order to surprise them with their unwise uninformed decisions. Put to analogy, the idea here is that the GM is a bad mystery novelist, who fails to put sufficient information into the story for the resolution of the mystery to make sense to the reader when it happens. Or in other words, the idea is that the GM cheats.
I'm sure you're right. You know best.Sure. But this isn't the core of the issue either.
It is my belief that a game has to be believable and fun. We watch movies where things happen that aren't believable but are still fun and we accept them because the "realistic" way of doing things would be no fun for the story.
However, in general, I think Hussar and I agree that realism is the "default" way of resolving issues and that the rules attempt to model "realism" but with some abstraction in order to make it easier to handle.
However, in situations were you don't need the abstraction you can just substitute realism or what you want to happen in its place. Someone falls off a building and none of the PCs are involved...either the fall kills them or it doesn't. It's really up to the DM what happens. He doesn't need to use the rules for this.
Agreed. The easiest method is to use the rules as how the world works. However, the rules don't ever cover everything.
That generally means relying on the one thing everyone has in common, reality or an agreed upon version of reality. Reality works because because there are probably billions of things the rules don't cover that we've encountered in our day to day lives that we all sort of understand.
1. The time that our DM felt that jumping 10 feet while wearing full plate(back in 2e with no real rules on jumping distances) was completely impossible while a player was pointing to the fact that he had 18/00 strength and the world record for long jump was something like 30 feet. So, if he had the highest strength out of any human ever, certainly he could do the same.
2. The time our DM felt houses hit by a fireball spell should burn down in less than 2 minutes and it would take less than 1 before everyone started taking fire damage. It took about 5 minutes before all the buildings nearby that building were also on fire. Most of the group felt fire shouldn't spread quite that quickly.
There's no good way to communicate these sorts of things in advance...
DMs don't manipulate information on purpose most of the time. But they do so unconsciously or unknowingly. Take the example above. If the DM considers it common sense that you can't jump 10 feet in full plate and that obviously everyone should know that, he's unlikely to explain that the chasm in front of your is impassable or that you need to look for another way around. He'll just assume you already know that and let you decide.
To take another example. We had a DM who gave us a mission that in our estimation was impossible to complete: We needed to get a caravan full of wagons and animals to a nearby town in a couple of hours with a bridge over a 50 foot chasm destroyed while we were first level. He expected us to complete the task because the rest of his game was dependent on it. He expected us just to build a bridge and get it done in an hour. To him that made perfect sense. To us, it was completely insane. Our characters didn't know how to build a bridge, we didn't have tools with us and even if we did, getting it done in an hour seemed unmanageable.
There were no rules in the game for how long it takes to build a bridge or what tools you need or what knowledge you require so there were no rules to fall back on.
It wasn't his goal to confuse us with a "gotcha" or to be adversarial. He wanted to provide us with a challenge we needed to solve but based it around information that was different in his head than was in our own.
The problem comes down to when the rules don't cover something, which I assume even yours don't.
Tell one DM that you'd like to shoot an arrow into the ceiling in order to cause a cave in and he'll say "Awesome, roll damage and if you can do 15 damage, that'll crack the rock enough to cause a bunch of big rocks to fall on your enemy killing them instantly."
Most DMs can think of at least a couple of solutions to problems off the top of their head. Those ones are always easy because the DM already thought of them and "pre-approved" them. Then there are the ones that he didn't think of. Some of those are going to be labelled "awesome", some "interesting" and some "stupid" almost entirely based on the DMs world view. If you come up with one of the awesome things, you will succeed with flying colours. The DM will assign an easy DC to roll or skip rolling all together and will come up with rules mechanics on the spot that make the action have a huge effect. If you do something he labels "interesting", you're likely to have to succeed at moderate DCs and the effect will likely be the same as if you had taken the safe route by choosing one of the "pre-approved" options. If you do something "stupid", you should except to fail, possibly spectacularly.
You are not reading what I wrote.
DnD has generally forced players to wait before they get to play the character they envision during chargen. If you want to be Conan you have to wait for several levels before you can really claim to be Conan.
Couple this with the huge number of games which fade and die long before player goals are realized, it's not surprising that players have a hurry up mentality.
OK, then - you are not understanding what I wrote.Yes I am.
OK, then - you are not understanding what I wrote.
How can it possibly be a GM trust issue if the GM isn't telling you stuff because he or she considers it obvious?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.