D&D General D&D as a Curated, DIY Game or "By the Book": Examining DM and Player Agency, and the DM as Game Designer

Snarf Zagyg

Notorious Liquefactionist
After reading through, and occasionally participating in, the various permutations of the "exotic races" or "Tolkien races" or "respect mah authorit-ah v. respect mah agenc-ah" thread that have been popping up like mushrooms in a Bavarian forest after the rain, I realized that there is a common denominator to many of these arguments (this, and the rest of this post, is IMO, IME, etc.).

Normally, I think of these debates as being about DM Agency/Empowerment or Player Agency/Empowerment, but the more I have reflected on it, I think there is another factor at work. At least when it comes to D&D as a ruleset. Fundamentally, it is a difference in how people are approaching D&D as a game. I think that this difference can best be explored in two different approaches that we can see exemplified by the following quotes:

These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. ... New details can be added and old “laws” altered so as to provide continually new and different situations. In addition, the players themselves will interact in such a way as to make the campaign variable and unique, and this is quite desirable.

If you are a player purchasing the DUNGEONS & DRAGONS rules in order to improve your situation in an existing campaign, you will find that there is a great advantage in knowing what is herein. If your referee has made changes in the rules and/or tables, simply note them in pencil (for who knows when some flux of the cosmos will make things shift once again!), and keep the rules nearby as you
play.

Men and Magic, p. 4 (1974).


What is Living Forgotten Realms?
Living Forgotten Realms (LFR for short) is a worldwide Living Campaign that uses the 4th Edition DUNGEONS & DRAGONS® rules and the FORGOTTEN REALMS® campaign setting. Players create characters using the core D&D rules and the guidelines in this document, and can then play those characters in any LFR adventure, anywhere in the world.

The DUNGEONS & DRAGONS game is constantly evolving. There are many sources of optional rules (such as character classes, powers, feats, races, and magic items) that LFR characters are allowed to use without needing special permission. We call these player resources. LFR is a “core rules” 4th Edition D&D campaign, which means that we allow players to use material from the vast majority of official published sourcebooks, such as the Player's Handbook series and the D&D Essentials line. However, not everything in every published sourcebook is intended to be freely available to player characters. Some material is for the DM's use only, and certain elements of other 4th Edition campaign settings do not fit with the cosmology or themes of the FORGOTTEN REALMS (such as the concept of arcane defiling from Dark Sun, or anything from Gamma World). We try to be as inclusive as possible when deciding what players can use for their Living Forgotten Realms characters, but we don't allow everything.

LFR Campaign Guide, pp 1, 3 (2011).


I would call these two approaches the two opposite ends of the spectrum as to what the D&D experience is as a game and as a hobby, and this dividing line between these approaches is often the dividing line between the debates about races, or world building, or classes, or any of the interminable debates we often see. Please note that while I picked specific examples from editions, this isn't specific to editions, nor is this an invitation to an edition war. Both approaches are used in all editions of D&D.


Is D&D a ruleset, or a DIY hobby?

In the early days, there was no doubt that D&D was a DIY hobby. It was impossibly to play D&D "as is." It was a kitbash of multiple rulesets, magazine articles, and whatever the DM had to do to keep the game working. This practice continued through the entirety of 1e (AD&D). It is a truism that people say, when discussing 1e, that their table did (or did not) follow certain rules. Most tables used 3PP classes or races at some time, from Dragon Magazine "NPC classes" (yeah, right) to something from The Compleat ... series to a homebrew. Given that the game was unbalanced in many ways, it was hardly surprising when official supplements (such as the 1985 release of Unearthed Arcana) contained additional unbalanced material that was selectively incorporated into campaigns, or not allowed at all.

Moreover, in the early days, there was an expectation that the DM would create the adventures to run, and most certainly create the world in which the adventures occurred (the "campaign setting"). Famously, TSR was late to the gate in publishing modules and campaign settings because Gygax believed that the DM should be creating the adventures and setting, not using pre-published material (a position quickly reversed when TSR realized that, inter alia, Judge's Guild was able to do just fine ...).

The relationship between the DM and the table was thus necessarily different than just a referee administering a codified ruleset or a facilitator of collaborative world building. In effect, the DM functioned as a game designer for the table, creating adventures, campaign settings, and creating rules, excluding other rules, and determining what "worked" and "didn't work" in terms of the game, both mechanically and thematically. This is why you often hear about DMs that had binders of material for their campaigns- specific classes and races that were allowed and not allowed, homebrew, rules alterations, and so on, that accumulated gradually over time. I don't want to oversell this; there were certainly DMs that just winged it, and ran pre-published TSR modules, but it was nearly impossible to play early D&D without the DM altering the material- either adding, subtracting, or otherwise designing the game to better fit the table.

Starting with 2e's player-facing option books and wealth of campaign settings, this slowly began to change, and it certainly was fully changed by 3e. The idea that the DM was more of a referee for players- that the rules were the rules, and that players would design their characters within a specified ruleset, and the DM would run that specified ruleset, began to take hold. This is the time when you began to see ideas such as "Core + 1" first happen, as people struggled to reconcile the idea that players should be allowed to play what they want (the chargen "game") with the profusion of materials and options that could, especially in combination, unbalance the game. Arguably, this led to the 4e reset, which preserved the ability of players to play whatever they wanted and increase options by providing a coherent framework for additional expansions (the so-called "everything is core").

In essence, I am asserting that there is a dichotomy; we often see this in arguments about various options, about rules, and most recently about the inclusion of races. Is the DM the de facto game designer for the table, ensuring that there is a fun and bespoke game enjoyed by all? Or is the DM a referee and facilitator for the table, running the game that is published?


5e Allows for Both

It appears that 5e allows for both styles of play, and quite easily. While 5e might not have lived up to the original billing of a completely modular system, it is also an edition that is easy to quickly and easily modify; hence the appeal of DMs that prefer custom or curated worlds (D&D as a hobby, D&D as DIY). On the other hand, it also works well "out of the box" and provides numerous player-facing options, allowing tables to run it with the expectation that it will be "by the book" (D&D as a standardized ruleset).

In essence, when I see many debates here, they can often be simplified down. When someone asserts that something (race/class, for example) must be playable because it's in the PHB, they are asserting that D&D is a standardized ruleset that requires adjudication (DM as referee/facilitator). On the other hand, when someone asserts that something is not necessarily playable, even if it is in the PHB, they are asserting that D&D is a DIY hobby, with the DM in the role of game designer.

At least, those are my thoughts for now. I am sure that many, many people will disagree with me .... so, have at it! :)
 
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tetrasodium

Legend
Supporter
Epic
5e Allows for Both

It appears that 5e allows for both styles of play, and quite easily. While 5e might not have lived up to the original billing of a completely modular system, it is also the edition that is probably the easiest to quickly and easily modify; hence the appeal of DMs that prefer custom or curated worlds (D&D as a hobby, D&D as DIY). On the other hand, it also works well "out of the box" and provides numerous player-facing options, allowing tables to run it with the expectation that it will be "by the book" (D&D as a standardized ruleset).

In essence, when I see many debates here, they can often be simplified down. When someone asserts that something (race/class, for example) must be playable because it's in the PHB, they are asserting that D&D is a standardized ruleset that requires adjudication (DM as referee/facilitator). On the other hand, when someone asserts that something is not necessarily playable, even if it is in the PHB, they are asserting that D&D is a DIY hobby, with the DM in the role of game designer.

At least, those are my thoughts for now. I am sure that many, many people will disagree with me .... so, have at it! :)
That bolded bit gets parroted out a lot as some sort of self reinforcing truism that is true because people say it.. but frankly it's just not that true. Sure you can "modify" the game, but there is little underlying structure to build on/off with next to no guidelines used when designing things and nearly everything is a one off edge case making it so that attempting to actually "modify" anything other than fluff that was never difficult to modify in any edition will quickly become a Sisyphean task of epic proportions. You can see this clearly in the number of optional rules in the dmg that either accomplish nothing or break the game unless you apply them in an extremely narrow scope like a game where nobody is playing one of the seven out of 13 classes capable of casting the spell cure wounds or go on to fix a bunch of edge cases not even mentioned in the optional rule
 

The DM guide is pretty clear when it come to allow a DM to build a world of its own.
Pantheon, planes, physical world, societies, population, government, a DM can do want he wants.
DM guide allow also the DM to choose, players’s playable races, classes, to alter spell lists, leveling, treasures, even alter classes, create new races, spells, items, and so on.

But all those things are not changing the game, they are decision on the Setting level.
A DM that ban leomund tiny hut or Sharpshooter or gnome paladin with rapier, is not changing the game. He adjust the game to fit its expectation.

I think DnD can tolerate a lot of change and adaptation without changing the core of the game. we are not in a card game, where the nerf of a single card can shift the entire meta.
 

Snarf Zagyg

Notorious Liquefactionist
The DM guide is pretty clear when it come to allow a DM to build a world of its own.
Pantheon, planes, physical world, societies, population, government, a DM can do want he wants.
DM guide allow also the DM to choose, players’s playable races, classes, to alter spell lists, leveling, treasures, even alter classes, create new races, spells, items, and so on.

But all those things are not changing the game, they are decision on the Setting level.
A DM that ban leomund tiny hut or Sharpshooter or gnome paladin with rapier, is not changing the game. He adjust the game to fit its expectation.

I think DnD can tolerate a lot of change and adaptation without changing the core of the game. we are not in a card game, where the nerf of a single card can shift the entire meta.

So this is an interesting take.

In effect, you are saying that there are two "layers" of rules. What I have referred to as altering the game "mechanically" or "thematically". Am I understanding you correctly?

You would say that the DM can alter the rules that affect the game thematically to "build a world of its own" - to make decisions on a setting level. Classes, races, etc.

But not mechanically? So, assume the following. Imagine a DM that looks at the hiding/stealth/perception system. And decides, "Eh, I don't like it." And rips out the system and replaces it with a new system she designed. That's not a setting decision, that's a pure homebrew.

Or if that seems too complicated, what if the DM designs a new psionic system that isn't class-based, but cuts across classes (similar to the OD&D/1e system) and places it in 5e. Again, this is a mechanics change that can affect a lot- even the "core" of the game.
 

After reading through, and occasionally participating in, the various permutations of the "exotic races" or "Tolkien races" or "respect mah authorit-ah v. respect mah agenc-ah" thread that have been popping up like mushrooms in a Bavarian forest after the rain, I realized that there is a common denominator to many of these arguments (this, and the rest of this post, is IMO, IME, etc.).
I've long realised the difference - and it is not at all the one you are claiming. It's a matter of whether the DM is someone who sits on an almighty throne and everyone else should kowtow to them or whether the DM is the chair and the first among equals but every player at the table is important.
Is D&D a ruleset, or a DIY hobby?
D&D is a ruleset. Tabletop roleplaying is the overarching hobby.
Moreover, in the early days, there was an expectation that the DM would create the adventures to run, and most certainly create the world in which the adventures occurred (the "campaign setting").
And invoking the deeper magic from before the dawn of time there wouldn't be just one DM in the early days. Players would take their characters to multiple games and multiple players would run adventures in the same/overlapping settings. The reason so-called Monty Haul DMs were a problem was because if one player was playing in a Monty Haul game and another wasn't it would cause serious problems when a player brought a character from their game to your table.
Starting with 2e's player-facing option books and wealth of campaign settings, this slowly began to change, and it certainly was fully changed by 3e. The idea that the DM was more of a referee for players-
Whereas early on the DM was sometimes explicitly called the referee.
In essence, when I see many debates here, they can often be simplified down. When someone asserts that something (race/class, for example) must be playable because it's in the PHB, they are asserting that D&D is a standardized ruleset that requires adjudication (DM as referee/facilitator). On the other hand, when someone asserts that something is not necessarily playable, even if it is in the PHB, they are asserting that D&D is a DIY hobby, with the DM in the role of game designer.
If someone wanted a DIY hobby then the assertion would be that anything of the appropriate level that could associate well with PCs was playable regardless of whether it was in the PHB. Because the DM and the player would work together to make it playable. This is a constant through-line of DIY in D&D that reaches through from Gygax and Arneson's tables to both Matt Mercer's and mine.

Some DMs don't do this because they don't want to kitbash, which is fair enough. But other DMs don't do it because they want to keep the exclusive fun of kitbashing to themselves and keep tight control over the game and not let the players have the fun of kitbashing.
At least, those are my thoughts for now. I am sure that many, many people will disagree with me .... so, have at it! :)
And mine is that the disagreement is entirely orthogonal to the DIY mentality you are talking about. If anything the people with a DIY mentality are hardcore inclusionists right down to homebrew races if nothing fits. Because it's a fun challenge to effectively DIY a present for someone, and letting other people in on the fun of design is a good thing.

This is about DM authority and when and where it should be used. Not about homebrewing and kitbashing (or rather the refusal to kitbash and homebrew by DMs who don't like the purity of their worlds being sullied by players).
 

Charlaquin

Goblin Queen (She/Her/Hers)
I've long realised the difference - and it is not at all the one you are claiming. It's a matter of whether the DM is someone who sits on an almighty throne and everyone else should kowtow to them or whether the DM is the chair and the first among equals but every player at the table is important.
This really, really isn’t the root of the disagreement. All this is, is an attempt to dismiss the camp that enjoys a more curated D&D experience.
 

Umbran

Mod Squad
Staff member
Supporter
You would say that the DM can alter the rules that affect the game thematically to "build a world of its own" - to make decisions on a setting level. Classes, races, etc.

But not mechanically?

So, I think it will help the discussion a lot to resolve the vagueness of "...the DM can..."

Yes, of course they can. It isn't like there's some physical law that prevents things from happening.

The discussion isn't around what they can or cannot do. The discussion is around what the implications of changes, and ways of implementing changes, are.

Much of the "agency" discussion is really around how and when you go about making changes, not what the change actually is, for example.
 

This really, really isn’t the root of the disagreement. All this is, is an attempt to dismiss the camp that enjoys a more curated D&D experience.
It certainly isn't whether it's about whether you DIY. That's nothing more than an attempt to pretend people who are often ardent DIYers don't DIY.

Meanwhile when you say "more curated" the question is curated by whom? The argument isn't whether you can't have a curated experience but whether the DM should be the all powerful sole curator, or whether everyone should have a hand in the curation.
 

Charlaquin

Goblin Queen (She/Her/Hers)
It certainly isn't whether it's about whether you DIY. That's nothing more than an attempt to pretend people who are often ardent DIYers don't DIY.
It’s one way to look at the division. It clearly isn’t the whole picture.
Meanwhile when you say "more curated" the question is curated by whom?
By the author(s) of the setting. That might be the author of a published setting, the DM when running a homebrew setting, or the group as a whole if they are co-creating it.
The argument isn't whether you can't have a curated experience but whether the DM should be the all powerful sole curator, or whether everyone should have a hand in the curation.
I think you’ll find there are very few DMs who believe they should be the all-powerful, sole curator. Most are willing to do some amount of collaboration with their players, and many have a back-and-forth with the default assumptions of a pre-published setting and their and/or their players’ desires for the setting.
 

Ancalagon

Dusty Dragon
I had an answer for this thread based on the title, not the body of the OP. But I'll post it anyway.

I thought we were talking about rules vs ruling. The thing with any game, is that rules have to be remembered. You want to do X. It doesn't matter what X is - are you trying to hit a goblin? Are you trying to travel to the past in an alternate material plane where you will elevate cows into a race of intelligent, warlike beings that will worship you as their creator, so you can come back to the present and Gate in an army of minotaur fanatics? What matters is "is there a rule for X, what is the rule, if there is no rule what ruling shall I (the GM) make?"

These examples of X are a bit ridiculous. Of course everyone knows how to do an attack roll vs the goblin, and of course there is no rule for my insta army plan. But there are going to be a lot of cases where there is a rule, you remember there is a rule, but you don't remember the details of the rule (grappling anyone?). This is especially true if you have played several editions of D&D. It's a lot easier to remember that a rule exist than remembering the rule!

So you have to look it up... and that slows down the game! So what do you do? stop and look up the rule or... make a ruling? And what I find is that 5e is a system that works well with rulings. "You want to jump over the guard and stab him in the back? Uh... this is pretty challenging (GM mentally sets the DC at 20) but he is drunk so I'll give you advantage - do an acrobatics check!" Player goes "yeeeaaah!!!" and the game moves on.

In other systems you could have issues like "do I get +1 because I have higher grounds?" or "you need a feat to do that".... but not in 5e :)
 

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