I think some incredibly interesting points were brought into the light by the intersection of
@Charlaquin and
@Thomas Shey
Because when I first read Charlaquin's example of the player pulling out a key that never existed, and the rest of the table agreeing with them, I laughed. Because, in my experience, the rest of the table is either silent (and expecting the DM to handle confronting someone, because they are mostly people who do not want a confrontation) or they are telling the other player to shut up and stop trying to cheat.
Yeah, it was a deliberately hyperbolic example. My actual experience is much more like yours.
If the other players spoke up at all (which they probably wouldn’t), it would be to tell the player doing the key thing to knock it off.
And, like Thomas said, if you are making a ruling, and 4 out of 6 players disagree with your ruling... that's a problem. But, if you make a ruling and 5 out of 6 players agree with you... you almost didn't need to make a ruling at all.
Really neither of those is common in my experience. Most often in my experience, most of the players won’t even have enough familiarity with the rules to weigh in at all. My regular group has one player who knows the rules fairly well (though she sometimes gets stuff mixed up with rules from previous editions) and four who know the basics well enough but aren’t particularly interested in any more than that. Usually if I need to make a ruling it’s because
I forgot something, and it usually goes like “I forget how this works, so for now I’ll say [ruling], but [knowlegable player], can you look that up for next time when you get a chance?” and that’s pretty much it.
Really though, I think this discussion is more about who has narrative control than about rules disputes. If a player asks, “can I play a Genasi?” I would say, “They’re not native to the material plane, so we’d have to work together to figure out why your character was here and working with the rest of the party,” and I’ve never had other players object to something like that.
And this is the part of the debate that gets twisted all around on itself. These arguments and debates usually focus on 1 DM and 1 player. And in that scenario, it is a 50/50 split of opinion. Except, it often then comes up that "My players all enjoy my games" or "I've been running for the same group for years and they all agree with me" or some other way to indicate that the "real" situation is the DM and five players against a single player, making it a 84/16 split in opinion, favoring the DM. Which obviously is a very different scenario.
That makes these discussions so difficult though, because you are either in a true 50/50 split, or you are assuming that the majority of the table is agreeing with you.
But how many DMs here would actually overrule a majority of their players? If you wanted to run a campaign about being in the Roman Republic, and 5/6's of your players said no, would you run the game? No. You've been overruled.
If you say that the stealth rules work X, but 5/6's of your players say it is Y, do we really think that the DM is going to insist on overruling their table, or do we think there is going to be a discussion as they try and convince the rest of the table to agree with them?
I think this is why the idea that the DM is actually the ultimate authority is losing traction. Because the authority the DM is deriving is from the rest of the table agreeing with them. If the table disagrees with them, then the authority vanishes.
Does anyone hold the position that the DM is the
ultimate authority? It seems to me that people are saying more that the DM is the
final authority, and other people saying “I can’t believe people run their games so dictatorially!”
I‘ve seen people on both sides of this discussion say something to the tune of “the DM has authority, but that authority is granted by the players.” And, yeah, that’s accurate. If the players collectively decide to overrule what the DM says, the DM’s options are pretty much to either concede the point, suggest a compromise, or if the issue is important enough to them, step down as DM. But that’s an exceptional circumstance, and if you’re DMing for a group where the majority of the players are regularly overruling you... You’re probably better off finding a different group.
The more common circumstance is that, when running a game for like a pickup group, you have your session 0, and maybe someone isn’t too keen on one of the table rules. In that situation, usually the player voices their disagreement, the DM considers their perspective, and either accepts, offers an alternative, or sustains their original ruling, at which point the player either agrees, or leaves the pickup group.