EzekielRaiden
Follower of the Way
Whereas I have seen it (both in-person and vicariously) explode into rather serious problems more than once. And have several times (many of them in person) seen it not explode, but slowly simmer and build up resentment pressure, in the various ways I previously cited: bad understanding of probability, offering what are thought to be good deals but are actually really really horrible deals, making it incredibly risky to do cool things, balancing the game around the rare lucky few rather than the extremely common dead, etc.Again, suggesting that the GM is the final arbiter rulings doesn't mean players don't have a say - that's a huge over-exaggeration of what I'm saying. As I said, dialogue is part of the process. A player says "I want to do this," and if there isn't a clearcut rule to follow, the DM adjudicates with a ruling. I have found that 99.9% of the time (if not 100%) this is a smooth process.
Then why do so many people make such an intense, overt, explicit point of emphasizing exactly how absolute and inviolate their authority is? That their word is law? Because yes, I have had people straight-up say this. On this forum. I won't name names because I consider that rude. But there are specific people on this forum that I could explicitly name, who have repeatedly asserted their authority is explicitly absolute, and have to some extent or another revelled in the absoluteness of that authority, the degree to which they are the Dungeon Master and the players are there to be led along.Meaning, it isn't a statement of "absolute authority" as much as a clarification of the GM's role as referee.
I don't think this specific thing inherently leads to bad decision-making. I think that several extremely common human faults or errors, indeed faults or errors that are essentially universal in humans, lead to bad decision-making in humans generally when certain contexts are relevant (such as mathematics, statistics, and observational data collection.) These nigh-universal issues get magnified greatly when the context involves unilateral decisions that affect other people. DMs who speak of "absolute authority" or the like are, very specifically, making unilateral decisions; hence, bad decision-making is an extreme risk. I cited several specific errors, such as the "roll to conceal yourself every single round you sneak" issue, in order to demonstrate that these problems are real and, at least for some of them, have been notorious for ages.I think what I've found confusing is that this aspect of the GM's role somehow implies some kind of tyranny to some, as if the GM being the final arbiter on rulings inherently leads to bad decision-making or worse, malicious intent. That hasn't been my experience - except in rare instances.
My issue was that you were saying not "this is my approach," nor even "this is a highly effective approach," but rather that "The GM is the world" is the only approach for immersive gaming--that the closer one gets to deep immersion, necessarily the closer one gets to "The GM is the world."So yeah, I'm advocating for a "The GM is the world" approach. I'm not saying it is the only way, or the best way, but it works for me and 99% of people I've played with.
Sure. And what I'm saying is, well-made rules are in fact extremely useful for ensuring that that respect is sustained, and that players are not given unexpected perverse incentives (whether to avoid fun things or to do dull things). Well-made rules are difficult to produce, and require significant testing and revision, things which a single DM running for their friends will struggle to replicate. That's why we pay others for their rules; because they have the time and resources to collect the data and perform the analysis.Yes, agreed. My approach has been slightly different, but I've never had complaints of unfairness and it has always been clear to my players that they are only limited by their own imagination and what makes sense for their character. We all buy into the verisimilitude of the world, and try to make decisions that make sense within that context, whether GM or players.
Unfortunately, many designers...don't actually do that, and may not even know how. Even WotC. I've dug into the education credentials of the vast majority of people who make D&D. 90% or more of them have humanities degrees (mostly Communications, but Art, Music, History, and, in the interesting case of Mr. Heinsoo, Theology are also in there.) People with any kind of formal STEM education are extremely rare, and not one that I could positively identify had explicit, formal training in statistics. In other words, the people who make D&D, in general, don't know very much about math or statistical analysis....which are the things you really, really need to know if you're going to be designing a mathematical framework that depends on both analyzing survey data and checking for statistical behavior.
Of course, a big part of this is that most people who get a STEM degree can get into a career that is more likely to pay big bucks than "TTRPG Designer" is. But it has always frustrated (and confused) me that even WotC, the BMOC when it comes to TTRPG design, never consults with a statistician (for the underlying math stuff) or a psychologist/sociologist/etc. (for how to design and interpret survey data.) The things that would help make rules that work rather than rules that suck are completely ignored, and then people complain that the rules suck, so obviously we have to have DMs that do all the heavy lifting all of the time. It's this incredibly frustrating self-fulfilling prophecy.
My issue is those last four words: "consistent with their style."Again, I think that's bad GMing - and not about the style of play, but lack of clarity about the style. If the GM is clear on rulings and such from the get-go, they're not altering the deal if they're adjudicating rulings in a manner consistent with their style.
I find that there are a lot of DMs whose style is fundamentally inconsistent, and they don't realize it. Often, though not always, this arises in the form of a failure to understand how their style incentivizes players away from the things they want the players to do. Hence why I so often speak of "perverse incentives." 3rd edition, for example, was designed by people suffering from pretty extreme "functional fixedness": they conceived of D&D as only being played one way, and thus created rules that weren't THAT bad if played that way, e.g. Clerics who use almost all of their spell slots on healing, Wizards who almost always play as blasters, etc. But once players, not subject to functional fixedness, got ahold of those rules, they played them based on what the rules actually did incentivize--and it led to lots and lots of problems and complaints. I find most people suffer from issues of this kind in one form or another; humans are often very poor at picking up absolutely all possible incentives created by their behaviors. This issue becomes even more severe when it is abstractions, rather than real physical objects or people, which induce the incentives.
It's more than a little odd for you to do so, then, when the thrust of the rest of your post is "please don't assume being overly reliant on DM adjudication." That is, you seem to be doing the very thing you had just asked me not to do: predicating an argument on the presumption of being overly reliant on rules, rather than practically reliant on them. Unless you mean to say that any reliance whatsoever on rules is "overly" reliant...?I'm not assuming anything...just speaking hypothetically to make a point, re: the importance of human connection and rapport.
Exactly this.“Mother May I” should be seen as a warning, something you probably want to avoid in your games. It’s not an indictment of using GM judgment or anything so severe. It’s about not relying almost entirely on GM judgment.
So...you're...not really playing 5e very much when you do this? Because that's what you seem to be saying here. You're basically playing a hybrid where combat is more or less 5e, while non-combat is more or less Fate. That's....not exactly a ringing endorsement for heavy DM adjudication.Fate is a system of aspects within aspects & the bonus types+gm's best friend lends itself well to doing that even while players are ignorant of the method. Unlike skill challenges where you need a certain number of successes fate aspects pretty much just need plausible & I don't need to track success/failure.
Otherwise, all you really seem to be saying here is "the framework is different and I prefer this different approach," which is completely tangential to my point. My point was that you're using a framework, any framework, for the task. Or "method," if you prefer your term.
@Malmuria Your quotation there includes the phrase "and invite players to do likewise" (that is, to "fast-forward, pause, or rewind/undo scenes for pacing and safety.") I do not see how players having the capacity to do this is even remotely compatible with DM absolute authority, to say nothing of "mother may I" problems. The instructions there explicitly give the players at least SOME of the same authority given to the DM, and explicitly instruct to review and "revise unsatisfying rulings as a group." There isn't even a cop-out phrase like "listen to your group and then make a decision," it's very clear that this is a whole-group effort, not one where the DM has absolute unilateral authority and players are merely optionally-consulted advisors.