D&D General How has D&D changed over the decades?

Umbran

Mod Squad
Staff member
Supporter
Well, I have no real interest in running a narrative rules game. I have played in a couple, but they felt weird and off-putting to me. I'd be willing to try again, but the entire basis of the game doesn't feel right to me.

And that's fine. You get to like what you like. There is no moral imperative for anyone to like, or even to try, any particular game style.

As someone who enjoys many styles of games, I just push back on the "other species" idea that there's some fundamental difference between those who prefer one over the other. There is no more fundamental difference between them than between fans of different sports, or cuisines. It's just a personal preference - don't read too much into it.
 

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Thomas Shey

Legend
I'm actually kind of the opposite. I bring a lot more energy and emotional investment to the game as a player character. As a GM almost all my investment is in the other players' characters or seeing how they choose to overcome the challenges I present. I view my role as a facilitator of the other players' play.

Well, I have a fair amount of that too (though some of my energy is in presenting the setting and situations in a way that give them justice). I'm just more there when GMing than I am when playing in any consistent way.
 

Umbran

Mod Squad
Staff member
Supporter
Again. Totally different experience. My players love to see their characters suffer. They will very deliberately use their powers at the expense of their own character.

And to some, that might seem alien.

Most traditional board games, the games we are initially trained on - Monopoly, chess, and so on - have some set win condition(s). And it is generally assumed that the fun in playing comes from directly seeking to fulfill that win condition. Now, D&D doesn't have a set win condition, but we can see an echo of this in the "best interests" playstyle. The character has goals, and they drive to them. It those goals are achieved, the player wins. Simple enough, and a pretty natural extension of playing games.

But, without having that win condition set for us by the game, we are free to explore what other win conditions we might choose, especially when the game results in narrative beyond, "And then I got both Park Place and Boardwalk, and my hotels bled then dry!". The players can have goals other than "my character reaches their goals". They might have a goal of verisimilitude of roleplay (because real people frequently do not choose their own best interests). They can have goals associated with the group, rather than the individual. They might have goals relating to satisfying narrative, and so on.

Once you broaden mindset to include these other things as ways for they player to succeed, doing things that may not be great for the character make more sense.
 

Ovinomancer

No flips for you!
You asked in #2794 why we sit down with players we don't trust. I said we pretty much always pick a DM we know something about (as a player or DM), but sometimes pick up players we know nothing about.



No, it was an attempt to point out the logistics and why its less risky in terms of running a continuing game or campaign to take on a player of unknown quality than it is to take on a GM of unknown quality. A particular game can usually progress if a single player is gone for any reason, but not if the GM is.

Given that, it feels like the math says if you want a continuing game to happen and you have several trustworthy people and several folks of unknown trust, your estimated odds of a successful game are larger with a trustworthy GM than with the GM of unknown trust.

Being trustworthy is a necessary but not sufficient quality to be a good GM.
Being a GM doesn't make one trustworthy.

One isn't trustworthy because they're the GM.
But hopefully the group (of three other player and a GM that a new player is seeking to join) picked someone to GM in part because they trusted them.



They at least have the other people in the group vouching for the DM. (If one person shows up at a restaurant with 3 repeat customers eating there, the new arrival knows at least three people like it. Granted, it might be awful and the three might have actively bad taste in restaurants... so the new person might not want to be in an eating club with them anyway.)



Would the three other players at the table continue playing with a bad GM if they were good players and had any other choices? (If we're imagining an established table).

If we're imagining an all new table, then the good player joining a group of 3 + DM would have a 10% chance of a bad DM and 27.1% of at least one bad player among the three (using equal individual bad probabilities of 10%). If you crank the bad DM chance to 25%, there is still a higher percent chance of at least one other bad player at the table (still 27.1%). All with made-up numbers of course.

Would you expect the chance of a randomly selected player to be bad to be about the same as that of a randomly selected DM? If not, what ratio would you go with?



Being trustworthy is a necessary but not sufficient quality to be a good GM.
Being a GM doesn't make one trustworthy.

A campaign can often survive removing one untrustworthy player. A campaign can often not survive removing the GM. (Although another player could step up and run a new one).



I hope I clarified.
No, not really, because you're basing your answer on a flat assumption of likelihood of bad without redress. 10% isn't even remotely an objective estimate. There's cultural baggage that gets thrown in, and you can see it existing in the very expression of "Trust the GM" and "Don't Trust Players." Many bad players are taught to be bad players by bad GMs. Some dysfunctional people exist, yes, but that's true on both sides of the screen.
You asked in #2794 why we sit down with players we don't trust. I said we pretty much always pick a DM we know something about (as a player or DM), but sometimes pick up players we know nothing about.



No, it was an attempt to point out the logistics and why its less risky in terms of running a continuing game or campaign to take on a player of unknown quality than it is to take on a GM of unknown quality. A particular game can usually progress if a single player is gone for any reason, but not if the GM is.

Given that, it feels like the math says if you want a continuing game to happen and you have several trustworthy people and several folks of unknown trust, your estimated odds of a successful game are larger with a trustworthy GM than with the GM of unknown trust.

Being trustworthy is a necessary but not sufficient quality to be a good GM.
Being a GM doesn't make one trustworthy.

One isn't trustworthy because they're the GM.
But hopefully the group (of three other player and a GM that a new player is seeking to join) picked someone to GM in part because they trusted them.



They at least have the other people in the group vouching for the DM. (If one person shows up at a restaurant with 3 repeat customers eating there, the new arrival knows at least three people like it. Granted, it might be awful and the three might have actively bad taste in restaurants... so the new person might not want to be in an eating club with them anyway.)



Would the three other players at the table continue playing with a bad GM if they were good players and had any other choices? (If we're imagining an established table).

If we're imagining an all new table, then the good player joining a group of 3 + DM would have a 10% chance of a bad DM and 27.1% of at least one bad player among the three (using equal individual bad probabilities of 10%). If you crank the bad DM chance to 25%, there is still a higher percent chance of at least one other bad player at the table (still 27.1%). All with made-up numbers of course.

Would you expect the chance of a randomly selected player to be bad to be about the same as that of a randomly selected DM? If not, what ratio would you go with?



Being trustworthy is a necessary but not sufficient quality to be a good GM.
Being a GM doesn't make one trustworthy.

A campaign can often survive removing one untrustworthy player. A campaign can often not survive removing the GM. (Although another player could step up and run a new one).



I hope I clarified.
Quite a few things, here. I'm going to try to go through them.

1. Vouching. Vouching is an interesting thing, because this is assuming that a question is asked ("Is this a good GM?") and that the answers are open and honest and experienced enough to say. It's predicated on a bunch of other stuff, as well, like being able to communicate game agendas clearly and also the willingness to do this. I generally find this lacking. ENW is a site where people that are passionate about talking about games come, and where there's a high preponderance of GMs for games, and that kind of discussion is a fraught one here! At the average table, I can't imagine it's actually better. So 'vouching' is a pretty loose concept built on some shaky assumptions that said vouching carries with it any real informational value.

2. Bad players. I think we can all agree that some socially dysfunctional people are out there, so let's put those people aside and look at the base of players that aren't that. Given responses in this very thread, I can guarantee that I would be considered a bad player by quite a few of the GMs that have posted in this thread. Am I? No, instead I have a different set of priorities and agendas I want from games than those GMs. We are going to clash. But, in this regard, I will absolutely be labeled a bad player and would get extreme pushback if I suggested they were bad GMs. Why is that? Why is this arrow only in one direction? The issue is a mismatch in expectations, but only players seem to get blamed for this. GMs are often held as inviolate -- you get what you get. This is a serious part of the issue I have with "Trust the GM" because it's saying that it's players that have the onus of looking at their behavior and changing, but GMs do not ever have to consider their own play because they start out as right.

3. Your assumptions of frequency of bad players/GMs. Your model is terrible. It's a flat prior on badness that doesn't really represent the state of the hobby and also only considered actually bad and not mismatches in it's framework. As such, it's not generating useful data at all. As a model, it's both wrong and not very useful. So drawing on that model is a poor idea. And that leads into...

4. Selection. Being a GM in D&D isn't really that hard. It's been made hard by the zeitgeist and certain cultural assumptions and playstyles that have gained traction both historically and recently. Much of this is the idea that the GM has to have some significantly worked on setting bible -- either borrowed from published or made themselves -- and have all of the responsibility to present this accurately to the players. Further, more "modern" developments (stemming from 4e and heavily embraced in 5e published material) is the idea that the GM should be presenting a plot (the alternative to this is an even more detailed "sandbox" of smaller plots and places) and then managing that plot to make sure it shines. These put a huge amount of extra work on the GM, but also create perverse incentives for the GM to feel they are more important because they've done this body of work and that they need the extra authority to make sure this body of work gets experienced. This leads to the wide acceptance of things like Force, where the GM just directs an outcome or blocks a reasonable action, railroading, fudging, etc. Individually these may or may not be bad, but they put pressure on the GM to put pressure on play so that it conforms. And that creates places where the GM is feeling fully justified to override players with the belief that the GM is doing it for the player's best interests. Without asking. This creates even more places where players can come into conflict with the GM, and that goes back to 2 where the players are the ones majority blamed for this when it's a mutual problem (at best). I'm ignoring degenerate cases here, so not talking about hard railroads and clear abrogations of player agency, but instances of play that are much more mainstream.

5. Rationalizations. Your post is full of rationalizing why the GM needs to have more "trust." This is mostly predicated on the ideas that the GM is the only one with the story so players have to wait for that if the GM is absent. In other games (even 5e games) play can be suspended if any player is absent because all are viewed as important to the play. I've cancelled many 5e games because a player can't make it and we've done something else. The remaining group usually arranges a different activity. This happens even when I, as GM, can't attend. The idea that players don't have to be present for the game to continue is a de facto acknowledgement that it's the GM's story that's important and players just fill in the cast roles. Sure, there's plenty of cases where a player can be absent and a game can still happen where this isn't true, but that should be the result of a discussion with the group as to whether or not the player is okay with that happening. At least, in the groups I've played in where I feel valued as a player if I can't make it I'm asked if it would be okay to play anyway. So this is somewhat of a rationalization that takes an already existing situation (the GM is put in primacy of place over players who are interchangeable) and argues that it must be good for this to be this way because it is this way. It's arguing lipstick is good for pigs because the pig is already wearing lipstick.

6. "Trust the GM" means don't ask questions. This is the fundamental point -- you need to "trust" that whatever the GM is doing it for your own good as a player. This totally removes good questions about play. Let me give an example -- in a Blades game I was in, the GM introduced a complication during downtime (as they are supposed to do) regarding a faction the PCs had interacted with and set up a clock ticking towards a bad outcome if not addressed. I challenged this, because the complication introduced actually contradicted what had happened in play, where we had specifically addressed this possibility. The GM had forgotten that detail when they thought about complications, and my challenge reminded them, and they totally agreed it was a bad call and pulled the complication. If "Trust the GM" was on the table, this wouldn't have happened -- or, doing so strongly runs the risk of stepping on an intentional decision that the GM made to do just this for reasons and places the questioner into the "bad player" category of not "Trusting the GM."

Overall, "Trust the GM" is a statement that argues you should never question, and insulates the GM from having to look at their own play and adapt to the table. The only brake on this is that if the GM is really bad, they won't be able to keep players, but even here this is doing detrimental work because the players are still culturally expected to sit in the sessions long enough and not question until the GM does enough to overcome the threshold. This can be pretty quick in egregious situations, or borderline and take way too long while the player feels they shouldn't be speaking up. Not to mention the GM entitlement to feel that they shouldn't be questioned.

When you couple this with "Never Trust Players" you have a highly dysfunctional culture. "Never Trust Players" is about assuming that players are going to wreck your carefully put together GM game. It's not about looking for actually dysfunctional players -- you don't need a blanket statement that all players are untrustworthy until they prove themselves to find out people that are bad actors. Instead, this is a statement that players have to prove that they're willing to go hard into "Trust the GM" and not make waves or have wants from the game. It's a statement that puts players over there, lesser, interchangeable, and GMs over here, towering, dedicated, and put upon by the masses. It's frankly an incredibly toxic construct, and one that's managed to ingrain itself into the culture to the point that it's lauded when stated and generates immediately pushback when challenged. But the pushback is all rationalizations to maintain status quo, not reasonable arguments as to why GMs are entitled to more respect than players -- not just more respect, but a vast chasm of respect such that GM are to be assumed virtuous and players villainous until shown otherwise.
 

Ovinomancer

No flips for you!
True that. That's what I've been calling passive consumer players. Granted, that's a pretty negative way to characterize them, but, I'm not really sure what a positive term would look like.

I sincerely don't want to play with players who think that their sole responsibility to the campaign begins when the session starts and ends when the session ends and that their character is the only thing that they are responsible for. I find such players endlessly frustrating as a DM and I do not enjoy games with players like this.
Interestingly, a number of games I enjoy are exactly like this -- there's little to do between sessions! PbtA games are like this. Unless you've moved some of the bookkeeping like XP questions into between sessions (this is what we do, we answer XP questions on discord chat between sessions), there's actually no work for a player to do at all between sessions. Sometimes there's a player discussion about what we're planning to do next, but these tend towards being pretty brief and could have just happened in the first five minutes of the session. Right now, in the Stonetop PbtA game I'm in, we missed last week due to illness and are at about 2 weeks since the last session and there's not a single thing to do for me as a player. Also, the only thing I am responsible for in that game is my character. I actually view this as preferable in a lot of games.

Of course, I'm not the least bit passive when playing in Stonetop, and I do not expect my players to be passive in any game I run, D&D or other. I don't think the passive consumer part is well correlated to the between sessions or caring about more than your PC part. If I'm 100% caring about my PC, that also means caring about what my PC cares about, and that should be rooted in the game fiction such that my PC is deeply connected and motivated in the game. So, then, I am as well.
 

overgeeked

B/X Known World
It really does seem like it's basically a matter of whether or not the relationship between the DM and players is adversarial or not. If it is, then there is fear of lazy "I win!" buttons. If it isn't, if it's genuinely about shared fiction, it's not a problem.
Trouble is neither side has any say over how the other treats the relationship. If the DM is adversarial, the players either deal or walk. If the players are adversarial, the DM either deals or walks or punts players. I am not an adversarial DM, but I have run games for almost 40 years now for a nearly endless stream of adversarial players. I am not out to win or beat the players, as the DM that would be trivially easy to do…see the infinite rocks and dragons…but I am out to challenge the players and make things interesting. But, the players seem laser-focused on winning. Most cannot seem to comprehend the notion that there is no winning or losing in D&D.
 

tetrasodium

Legend
Supporter
Epic
2. Bad players. I think we can all agree that some socially dysfunctional people are out there, so let's put those people aside and look at the base of players that aren't that. Given responses in this very thread, I can guarantee that I would be considered a bad player by quite a few of the GMs that have posted in this thread. Am I? No, instead I have a different set of priorities and agendas I want from games than those GMs. We are going to clash. But, in this regard, I will absolutely be labeled a bad player and would get extreme pushback if I suggested they were bad GMs. Why is that? Why is this arrow only in one direction? The issue is a mismatch in expectations, but only players seem to get blamed for this. GMs are often held as inviolate -- you get what you get. This is a serious part of the issue I have with "Trust the GM" because it's saying that it's players that have the onus of looking at their behavior and changing, but GMs do not ever have to consider their own play because they start out as right.
The arrow points in one direction because the GM needs to make the game work for everyone at the table rather than just the one player who has the mismatch. Someone used a sports analogy earlier. extending that to cover your question.... d&d is like golf or bowling where it's still going to work out if one player is phoning it in a bit or a little off in their "expectations" because everyone still plays their set/frame & aren't that impacted by ThatGuy on the team, games with shared authority are more like football soccer baseball hockey etc where everyone needs to be on the ball working cooperatively towards a similar goal because the players are more impacted by the presence of ThatGuy on the team.

I never mentioned baseball in that extended sports analogy. Baseball is a team game, but if it's not the game that the rest of the team is playing when ThatGuy is trying to play it ThatGuy is very much going to be a disruptive problem player who is in the wrong when he shows up with a catchers mitt & baseball bat.
 

Ovinomancer

No flips for you!
Trouble is neither side has any say over how the other treats the relationship. If the DM is adversarial, the players either deal or walk. If the players are adversarial, the DM either deals or walks or punts players. I am not an adversarial DM, but I have run games for almost 40 years now for a nearly endless stream of adversarial players. I am not out to win or beat the players, as the DM that would be trivially easy to do…see the infinite rocks and dragons…but I am out to challenge the players and make things interesting. But, the players seem laser-focused on winning. Most cannot seem to comprehend the notion that there is no winning or losing in D&D.
This seems to totally ignore that people can talk to each other.
 

Ovinomancer

No flips for you!
The arrow points in one direction because the GM needs to make the game work for everyone at the table rather than just the one player who has the mismatch. Someone used a sports analogy earlier. extending that to cover your question.... d&d is like golf or bowling where it's still going to work out if one player is phoning it in a bit or a little off in their "expectations" because everyone still plays their set/frame & aren't that impacted by ThatGuy on the team, games with shared authority are more like football soccer baseball hockey etc where everyone needs to be on the ball working cooperatively towards a similar goal because the players are more impacted by the presence of ThatGuy on the team.

I never mentioned baseball in that extended sports analogy. Baseball is a team game, but if it's not the game that the rest of the team is playing when ThatGuy is trying to play it ThatGuy is very much going to be a disruptive problem player who is in the wrong when he shows up with a catchers mitt & baseball bat.
I disagree. You can mix and match stuff, do things that various players care about, pretty freely. If there's a legit difference in agenda that cannot be accommodated, then sure, we have a issue that isn't going to resolve. But, here's the thing, the GM can be that player that has the difference of agenda and "Trust the GM" provides cover for that so that it doesn't come up. Maybe I, as a player, speak up about a mismatch, and everyone at the table would agree with me, but immediately get to see me get shut down by the GM for being wrong, so they start to think maybe they're wrong, and then I leave the table and the GM says "good riddance." So, since I as another player might prefer that what the leaving player wanted but can deal with what the GM is handing out as acceptable, I don't open my mouth because I'm not suppose to question the GM.

Instead of "Trust the GM" why isn't the predominate culture "engage honestly and openly and have difficult discussions with respect for all and a healthy dose of self reflection?" That's out there, and we're seeing more of it, but there's the old guard "Trust the GM and Never Trust Players" that's still here and fighting.
 

Cadence

Legend
Supporter
Quite a few things, here. I'm going to try to go through them.

1. Vouching. Vouching is an interesting thing, because this is assuming that a question is asked ("Is this a good GM?") and that the answers are open and honest and experienced enough to say. It's predicated on a bunch of other stuff, as well, like being able to communicate game agendas clearly and also the willingness to do this. I generally find this lacking. ENW is a site where people that are passionate about talking about games come, and where there's a high preponderance of GMs for games, and that kind of discussion is a fraught one here! At the average table, I can't imagine it's actually better. So 'vouching' is a pretty loose concept built on some shaky assumptions that said vouching carries with it any real informational value.
I find it odd that you wouldn't have more faith/hope/expectation in a GM that you heard good things about than one you hadn't heard anything. But YMMV.

2. Bad players. I think we can all agree that some socially dysfunctional people are out there, so let's put those people aside and look at the base of players that aren't that. Given responses in this very thread, I can guarantee that I would be considered a bad player by quite a few of the GMs that have posted in this thread. Am I? No, instead I have a different set of priorities and agendas I want from games than those GMs. We are going to clash. But, in this regard, I will absolutely be labeled a bad player and would get extreme pushback if I suggested they were bad GMs. Why is that? Why is this arrow only in one direction? The issue is a mismatch in expectations, but only players seem to get blamed for this. GMs are often held as inviolate -- you get what you get. This is a serious part of the issue I have with "Trust the GM" because it's saying that it's players that have the onus of looking at their behavior and changing, but GMs do not ever have to consider their own play because they start out as right.

Were the areas of mismatch not gone over in session 0? What questions/information could be put in a session to avoid these mismatch problems.

"Why is the arrow only one direction?" It doesn't seem to be, but I can't think of any other ways to convey that it isn't.

Who says GMs are inviolate? In what sense? No one has said all GMs are good. Lots of people say D&D is set up by default where the GM has the final say in play. Because it is set up that way in the rules, isn't it?

3. Your assumptions of frequency of bad players/GMs. Your model is terrible. It's a flat prior on badness that doesn't really represent the state of the hobby and also only considered actually bad and not mismatches in it's framework. As such, it's not generating useful data at all. As a model, it's both wrong and not very useful. So drawing on that model is a poor idea. And that leads into...

I never said it was a great model, and gave a second (not-great one) with a higher percent of badness for the DM. The idea was just how there are more non-DM players than DM players, and so the P[at least one bad player] can be a lot larger than P[player j is bad]. Which seems relevant to a game continuing if one wanted to work out the odds. Obviously it wasn't helpful to you, so I'm fine with dropping it.

4. Selection. Being a GM in D&D isn't really that hard. It's been made hard by the zeitgeist and certain cultural assumptions and playstyles that have gained traction both historically and recently. Much of this is the idea that the GM has to have some significantly worked on setting bible -- either borrowed from published or made themselves -- and have all of the responsibility to present this accurately to the players. Further, more "modern" developments (stemming from 4e and heavily embraced in 5e published material) is the idea that the GM should be presenting a plot (the alternative to this is an even more detailed "sandbox" of smaller plots and places) and then managing that plot to make sure it shines. These put a huge amount of extra work on the GM, but also create perverse incentives for the GM to feel they are more important because they've done this body of work and that they need the extra authority to make sure this body of work gets experienced. This leads to the wide acceptance of things like Force, where the GM just directs an outcome or blocks a reasonable action, railroading, fudging, etc. Individually these may or may not be bad, but they put pressure on the GM to put pressure on play so that it conforms. And that creates places where the GM is feeling fully justified to override players with the belief that the GM is doing it for the player's best interests. Without asking. This creates even more places where players can come into conflict with the GM, and that goes back to 2 where the players are the ones majority blamed for this when it's a mutual problem (at best). I'm ignoring degenerate cases here, so not talking about hard railroads and clear abrogations of player agency, but instances of play that are much more mainstream.

I don't think it's controversial for anyone I've ever played with to say that it's more work to GM D&D by the default rules than it is to be a player by that default.

That doesn't make the GM special in so far as the dignity and trust they should be awarded by being a participant.

Putting unneeded pressure on the GM does certainly seem bad, and so a thread on how D&D can still be D&D but put less pressure on the DMs seems great. Merely repeating that everyone always blames the players and not GM and that other games do it better seems much less useful to me.

5. Rationalizations. Your post is full of rationalizing why the GM needs to have more "trust." This is mostly predicated on the ideas that the GM is the only one with the story so players have to wait for that if the GM is absent. In other games (even 5e games) play can be suspended if any player is absent because all are viewed as important to the play. I've cancelled many 5e games because a player can't make it and we've done something else. The remaining group usually arranges a different activity. This happens even when I, as GM, can't attend. The idea that players don't have to be present for the game to continue is a de facto acknowledgement that it's the GM's story that's important and players just fill in the cast roles. Sure, there's plenty of cases where a player can be absent and a game can still happen where this isn't true, but that should be the result of a discussion with the group as to whether or not the player is okay with that happening. At least, in the groups I've played in where I feel valued as a player if I can't make it I'm asked if it would be okay to play anyway. So this is somewhat of a rationalization that takes an already existing situation (the GM is put in primacy of place over players who are interchangeable) and argues that it must be good for this to be this way because it is this way. It's arguing lipstick is good for pigs because the pig is already wearing lipstick.

Completely agree with the part I bolded.

Yes, play can be suspended if a single player can't make it, and we will do that for particularly pivotal scenes. (Three weeks working up to something makes it sad to have someone not there). If we needed all of the players to be at every session for the last few games I've been in we would have cancelled around 1/4 of them (with 4 players and allowing play in most cases if only one was missing). We discussed that as a group before deciding it was ok.

The alternate activity seems to work a lot better in person with my group than on-line, but even those who can make it have other things to do and might catch up on that instead of playing a board game. (At one point I was missing Thursday night MtG for a D&D game, so if D&D wasn't happening I'd go do that. I liked the D&D group, I also liked the other one.) My son's group is just fine playing Roblox online or whatnot.

6. "Trust the GM" means don't ask questions. This is the fundamental point -- you need to "trust" that whatever the GM is doing it for your own good as a player. This totally removes good questions about play. Let me give an example -- in a Blades game I was in, the GM introduced a complication during downtime (as they are supposed to do) regarding a faction the PCs had interacted with and set up a clock ticking towards a bad outcome if not addressed. I challenged this, because the complication introduced actually contradicted what had happened in play, where we had specifically addressed this possibility. The GM had forgotten that detail when they thought about complications, and my challenge reminded them, and they totally agreed it was a bad call and pulled the complication. If "Trust the GM" was on the table, this wouldn't have happened -- or, doing so strongly runs the risk of stepping on an intentional decision that the GM made to do just this for reasons and places the questioner into the "bad player" category of not "Trusting the GM."

I'm not sure how this is relevant to my post. If I was addressing "Trust the GM" it was to say "Being trustworthy is a necessary but not sufficient quality to be a good GM. Being a GM doesn't make one trustworthy."

Overall, "Trust the GM" is a statement that argues you should never question, and insulates the GM from having to look at their own play and adapt to the table. The only brake on this is that if the GM is really bad, they won't be able to keep players, but even here this is doing detrimental work because the players are still culturally expected to sit in the sessions long enough and not question until the GM does enough to overcome the threshold. This can be pretty quick in egregious situations, or borderline and take way too long while the player feels they shouldn't be speaking up.

In many other threads it was brought up that one common thing is for a prospective GM to pitch an idea, and if it's bought into - possibly with suggestions of the potential players being offered and accounted for, and session 0 goes well, then you have a game with a general outline based on the modified pitch. If you a player doesn't like the pitch or session 0, then they should have voiced that well before play started.

Has a single person on here said GMs shouldn't look at their own play?

As for adapting to the table, it feels like some folks on here have games that have been going on for 20 years (or what not) with a lot of potential players who want to join. A player who joins such a game where the others are happy and thinks a major change should happen... seems odd.


Not to mention the GM entitlement to feel that they shouldn't be questioned.

Who on here has said GMs shouldn't be questioned?

When you couple this with "Never Trust Players" you have a highly dysfunctional culture. "Never Trust Players" is about assuming that players are going to wreck your carefully put together GM game. It's not about looking for actually dysfunctional players -- you don't need a blanket statement that all players are untrustworthy until they prove themselves to find out people that are bad actors. Instead, this is a statement that players have to prove that they're willing to go hard into "Trust the GM" and not make waves or have wants from the game. It's a statement that puts players over there, lesser, interchangeable, and GMs over here, towering, dedicated, and put upon by the masses. It's frankly an incredibly toxic construct, and one that's managed to ingrain itself into the culture to the point that it's lauded when stated and generates immediately pushback when challenged. But the pushback is all rationalizations to maintain status quo, not reasonable arguments as to why GMs are entitled to more respect than players -- not just more respect, but a vast chasm of respect such that GM are to be assumed virtuous and players villainous until shown otherwise.
I'm not sure why everything in the thread somehow has to be about "Trust the GM" and "Never Trust the Players". Insisting others are trying to rationalize or approve that doesn't seem helpful.
 
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