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There's something about svirfneblin that's so deep, it's like how much more deep could those gnomes be?
And the answer is none. None more deep.
The bolded bits have less to do with fudging and more to do with a DM engaging in railroading to make their own story happen. The fudging is just the chosen tool in this case. I mean, really? Building a scenario around the PCs failing and fudging die rolls to ensure it? DMs should be focused on building interesting challenges - presenting the players with in-world problems and letting the players attempt to solve them. In the case where something comes up that truly is impossible, then that should be clearly telegraphed to the players - in which case there are no rolls and the players' solution can be to avoid that particular encounter for the present time. Fudging need not play a role (or roll) here.
You don't design a game around a small minority of people. The vast majority of bad DMs will still be bad and abuse their authority, regardless of what you want written in the game. Meanwhile you would ruin a great tool for a great many DMs.
Your proposed rules are rules to limit DM authority. Those won't work. Virtually the bad DMs will still abuse their authority.
There is no fake argument. Your rules(those rules which limit DM power, regardless of specific wording) won't work. I don't need you to have come up with specific wording to argue against your stated argument. Just in case you've forgotten already.
" It seems to me that if you think the rules justify bad behavior, then we might want to look at those rules and consider if they need adjusting."
Those rules "adjustments"(new rules) won't work.
Societal pressures, otherwise known as the social contract have already failed if the DM is abusing his power. Making new rules won't change someone like that.
I've claimed that many people I know and game with have enjoyed playing in games where the DM had ultimate authority. They would just need to say, "yes I did." and I have proven it. It's a waste of bloody time, though and I'm not going to ask that of them.
Yes. The very rare bad DMs are a small issue that have driven a relatively small number of players from the game. Out of the dozens of DMs I've played with, I've come across a couple as well. I left those games and found a better DM.
Truth and status quo are two different things that you are conflating there. The truth is that England was oppressive and many colonists wanted to be free of Britain.
The other side you mention there is an extremely small number of bad DMs, none of which are even on the forum as far as I'm aware.
Just like you can kill someone with an ordinary hammer. Abuses don't mean the tool is bad like you want it to mean. It's a good tool regardless of these obscure abuses you keep drumming up.What great tool allows you to use weighted dice and lie to your players? I don't need a tool like that. And, you already said, you don't think limiting DM authority would affect homebrewing, so what tool is so great here?
Okay. So the rules giving DMs absolute power are bad, but you don't want them changed. Got it.I proposed no rules. And since I have proposed no rules, you can't claim that rules I have not proposed would not work. I have spoken about changing perspectives.
Also, changing the perspective or the rules or the culture will prevent some Bad DMs from abusing their authority, which is why you said "virtually all" instead of "all"
Nope. Bad DMs are bad because of the kind of person that they are. That doesn't change. They'd be jerks playing Monopoly or D&D(regardless of edition and rules).It certainly would be a waste of time since that doesn't even address the question at hand, which is if a Bad DM would be an average DM is the culture of the game was different.
And the fact that the game is thriving. If bad DMs were as common as you want them to be in order to win this argument, the game wouldn't be doing anywhere near as well.Most DMs aren't on these forums. That proves nothing about my point. And you keep saying it is "extremely small" but you have nothing but an anecdote of your "dozens of DMs" over decades
Not even close. Saying that it's lava gnomes(or some other story reason) is far better than, "Because magic!!!!!" In order for it to "work because story," you need to come up with the story. I thought you said that you gave up powergaming for roleplaying. If that's true, then I would think that coming up with a story reason for things would be preferred by you.
That's a fault of the system, not the principle.
Character creation in 3.x was wa-ay too complex, no argument there at all; and that's what needed fixing.
There's a big difference between players demanding that everything "under the hood" be made available to them and players expecting the setting to function in consistent and believable ways.
I don't think a DM should be expected to show everything (or anything, for that matter, that they don't need to know) to the players; but I do expect the DM to have her setting be consistent and believable in how it functions on an ongoing basis, thereby making any exceptions (such as a lava river that doesn't generate insane amounts of heat in an enclosed space) easily called out as exceptions by PCs in the game-world just like they would be by us in real life.
Depends on the NPC. Some last for ages, other are one-hit wonders - just like PCs.It's right, but the principle in itself is compounding the difficulty by forcing you along paths that will have you spend time defining things that will never see play, because the NPCs have a very different life cycle from PCs.
Once a DM sets the rules of whatever game she wants to run she too is bound to honour those rules, just like a player is, if she intends to run her game in good faith.So it makes you waste time anyway, although I agree that the more complex the system the more time you waste.
And on top of that, it shackles the DM's creativity along specific path (and that is really not acceptable to me)
Metagaming is bad, I agree there; but I don't see how this promotes it.while providing players with a reason to metagame (YMMV on this point, but in my book it's a bad thing compared to the games that we want to run).