overgeeked
Open-World Sandbox
It’s still a strawman no matter how many times you and hawk repeat it.I don't make random changes at a whim, or even not on a whim...
It’s still a strawman no matter how many times you and hawk repeat it.I don't make random changes at a whim, or even not on a whim...
You probably shouldn't, since nobody said that.
I didn't say you were doing that, it's just the other end of the sliding scale. I was asking you where you fell on that scale though...It’s still a strawman no matter how many times you and hawk repeat it.
Okay. I didn't say, "total authority is a red herring."You literally just said the rules have authority but only if you allow it.
Not asking me specifically, but here's my 2cp.So if the GM said “Don’t worry about what house rules I have; you’ll find out when they come up” you’d be cool with that?
Which is exactly as it should be if one wants a believable setting: things are what they are and the PCs have to deal with them.And this is why I don't run (or by preference play) published adventures. They are roughly never about the PCs, IME: They're about all these things that happen regardless of who the PCs are.
Welcome to my (EN)world!I'll clarify my stance and then get off this merry go round of lunacy. I feel like someone put something in my drink.
Agreed. The action resolution rules perform a function.An approach toward D&D which places too much authority with the GM, whether backed by the text in the rulebooks or not, is a bad approach. I think that there are certain passages in the text that, when interpreted a certain way, seek to grant far more authority to the GM than intended, and that such interpretations are usually more hypothetical than actual.
The first sentence I agree with. The second too, which underpins the first. The rest I regard as more contentious, if the goal is to get an account of standard D&D play: I think there is a lot of very typical D&D play where the GM exercises a great deal if not all backstory and situational authority (in 5e perhaps reduced by PC backgrounds; but I suspect in play those are often more marginal than central in their impact).The rules are fundamental. Even more fundamental is consensus. The understanding and honoring of the expectations and desires of others. A GM is far better served, in my opinion, to involve the players as much as possible in making decisions about play and about the fictional world, than he is by thinking of himself as the sole “creative source of a D&D game”.
Saw them.See my posts not too far upthread.
You did the quest (because that's the only option you had), came back, and the quest turned out to be a trick. Will that do as a sum-up?My objection is not that it's unrealistic. My objection is that it's bad RPGing.
As I've posted already, the GM had presented a single way for us to approach the game: by taking the "quest" from his NPC questgiver. And then he had decided - unilaterally, in advance - that by doing this thing that we were obliged (as players) to do to play the game at all, we would be subverting our own goals and making ourselves into idiots. What were we, as players, there for? To be "actors" in the GM's script?
So "The DM is God: abide or die." doesn't work, then?An approach toward D&D which places too much authority with the GM, whether backed by the text in the rulebooks or not, is a bad approach.
That's just it: there's a difference between having the authority and using it; never mind the corollary difference between using that authority well and using it badly.I think that there are certain passages in the text that, when interpreted a certain way, seek to grant far more authority to the GM than intended, and that such interpretations are usually more hypothetical than actual.
Yes, and in most (all?) editions of D&D the DM is set up as both the arbiter and co-architect of said rules. Ergo, the ball's in the DM's court yet again.The rules are fundamental.
That comes back to the use of authority, not to the having of it.Even more fundamental is consensus. The understanding and honoring of the expectations and desires of others. A GM is far better served, in my opinion, to involve the players as much as possible in making decisions about play and about the fictional world, than he is by thinking of himself as the sole “creative source of a D&D game”.

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