D&D General DM Authority

A new world where the "master" of the game no longer functions as the narrator?

Nope.

We have to teach DMs and players to recognize when they are not a match and to separate once that happens during Session zero.

If the way you like to play doesn't match the way the DM is currently playing, you should voice that and leave if the DM doesn't want to change.

The core issue is players signing up for games they won't be happy in for one reason or another. Sometimes it's the player being too passive or timid to ask questions. Sometimes it's the DM being vague or not taking questions. Sometimes it's the player or DM just not being on the same page as the other.

But DM Authority hinges on the idea that the DM is narrating for a certain type of game. Players need to feel empowered to leave if that type isn't to their liking. Especially when online D&D is readily available to many.
 

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Nope.

We have to teach DMs and players to recognize when they are not a match and to separate once that happens during Session zero.

If the way you like to play doesn't match the way the DM is currently playing, you should voice that and leave if the DM doesn't want to change.

The core issue is players signing up for games they won't be happy in for one reason or another. Sometimes it's the player being too passive or timid to ask questions. Sometimes it's the DM being vague or not taking questions. Sometimes it's the player or DM just not being on the same page as the other.

But DM Authority hinges on the idea that the DM is narrating for a certain type of game. Players need to feel empowered to leave if that type isn't to their liking. Especially when online D&D is readily available to many.
Why wouldn't a player leave? Have you met players that play in games where they aren't having fun? Do people play in games they don't enjoy?
 


Why wouldn't a player leave? Have you met players that play in games where they aren't having fun? Do people play in games they don't enjoy?
I believe @Minigiant is suggesting that people need to learn to recognize during Session Zero that they are not a good match for the game being run. Not that GMs need to kick them out. Not that they need to play in games they don't enjoy.

And yes, sometimes people do play in games they don't enjoy as much as they want to. Maybe it's the game their friends are playing and they value those friends, or maybe the game has evolved into something they don't enjoy and they're hopeful it'll evolve into something they will.
 

Anyone who doesn't think the DM isn't the authority doesn't seem to realize the DM is the author of the story they are all sharing. The players, at best, are co-writers.
I could be wrong, but I think your sentence has one negative more than you meant it to. Either way, it’s a little hard to parse as written.
 


Why wouldn't a player leave? Have you met players that play in games where they aren't having fun? Do people play in games they don't enjoy?
Dude.
All The Time.

My Saturday Night game has 3 refugees would were very unhappy and would not leave until they met me as an alternative.

Well until they invited my friend who had no problem speaking his mind and dragged them away.

But if you look at many D&D horror stories, if you are to believe them, many players take a lot of unhappiness before they leave a group.
 

Dude.
All The Time.

My Saturday Night game has 3 refugees would were very unhappy and would not leave until they met me as an alternative.

Well until they invited my friend who had no problem speaking his mind and dragged them away.

But if you look at many D&D horror stories, if you are to believe them, many players take a lot of unhappiness before they leave a group.
Open communication is key to any group activity. The sooner you speak up about issues with the group, be it a problem DM or problem player(s), the better.
 

Nope. Scenarist writes at most a synopsis or outline; the playwrights craft the dialogue and work out the specifics.
I guess, if you say so.

I could be wrong, but I think your sentence has one negative more than you meant it to. Either way, it’s a little hard to parse as written.
LOL maybe, I write as hobby, but am far from a professional! Like most Americans, one of the languages I least understand is my own. ;)
 

Why? Legitimately and seriously, why?

Look, I take up that burden most of the time. But there was one time I didn't.

The one and only time I was asked to run a game, instead of me asking them, I told my friend that I would run it. But he needed to find the players, and he needed to deal with scheduling conflicts, and he needed to find us a place to play.

He wanted the game, so he could put in the legwork to make it happen. There weren't any major personality disputes, but if there had been... why should it fall to me to handle them? Again, usually I do. Usually I take on the role of mediator and scheduler and location finder and a dozen other things. but why am I required to do those things? Why must it be me, if I'm the DM?

No other activity with a group of friends works this way. No sports team works this way. No movie production works this way unless it is incredibly small.

So why does DnD work this way?
Honestly, no, it doesn’t have to be. It just tends to be that way because the DM’s schedule is the only single one that must be accommodated since only one player is in that role. And people tend to passively let other issues fall on the DM’s shoulders.
But, hell, if other players would take up the initiative to deal with problem players and other conflicts that would be great! I’m sure lots of DMs would love players to step up that way, or be the ones pushing people to settle on the next date, or coordinate their PC creation, etc.
 

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