I don't think anyone sits down with the expectation of a game of mother may I though. It's a negative descriptor. It's a reaction. It is like tasting someone's carbonara and saying it tastes awful. "Tastes awful" isn't the style of food the person is shooting for. If there is a mismatch of expectations, you have to drill down way further than 'tastes awful' or 'mother may I'.
I would argue it is more specific than JUST "tastes awful." The "tastes awful" equivalent is "it wasn't fun" or the like, which tells you nothing whatever, not even whether you were making the right moves but something beyond your control undercut you.
When I describe something as "Mother-May-I" (or "Red Light/Green Light," which I'm trying to switch to), there are identifiable concerns present. Even if you don't agree with the fundamental concept being communicated, you can see that there is more to it than mere distaste. The dislike arises from a feeling of (as I have said repeatedly)
capricious adjudication and needing to pass literally every tiny thing before the magistrate DM because if you don't you'll be slapped down. It indicates feeling constrained and frustrated by DM adjudication, likely as a result of being disallowed from doing things that seemed perfectly reasonable and expectable, and/or being expected to do something bizarre and confusing and running into a brick wall when you didn't do whatever that was,
Now, is it sufficiently specific to figure out which specific ingredient or action was the problem? No. But it's certainly more than just "tastes awful." Much more like "way too salty and fatty." One would expect a lot of salt and fat from something made with rendered pork fat, egg yolks, and tons of cheese, and salt would not be unexpected either, so it could just be an "I just don't like carbonara" situation. But it could also be saying that you really shouldn't have added any extra salt, or that you maybe could have reserved some of that
guancale fat rather than using ALL of it.
I just don't think that is what mother may I is. You can choose to pick it up as a descriptor of games where GM has a certain amount of authority, but I really don't think its a good or accurate description of what is being aimed for. Mother may I suggests going through a litany of requests before landing on the one the GM allows, it suggests a GM who isn't flexible, and it suggests the players have minimal impact or agency.
That's exactly what the criticism is stating, yes. And notice how that is significantly more specific than "it wasn't fun." It is a pithy phrase for an unhealthy and often fun-killing combination of inflexibility, capriciousness, and denial of player agency. Just as with food, finding the actual changes to method, ingredients, or presentation will require more specifics. But the criticism is in fact pointing at exactly what the speaker finds frustrating or off-putting about the experience, in a way that (despite your claims above) you can quite clearly identify.
Maybe I am way off when it comes to what 5E and 6E are going for, but nothing I have seen strikes me as particularly mother may I.
Then listen to what others say about it. 5e has put extreme, overweening emphasis on "never ever trust ANYTHING about the rules, because you never know what the DM might change, even from one scene to the next." Practically every thread at least used to get a "better ask your DM if you actually get this feature explicitly written in the rules" disclaimer of some kind. People had to bend over backwards to specify just how absolute the DM's authority is, just how unreliable the rules written down might be, because the game is so deeply enamored with "DM empowerment!" (As if DMs had ever been depowered!)
This is why I don't particularly like the whole "core play loop" concept that often gets brought up in these discussions.
Then you are always going to run into issues. The fact that some games may deviate from a central tendency, or an expected result based on how the rules are structured, is not a reason to ignore that that central tendency or expected result. The core loop concepts is extremely useful as an analytical tool for studying game design and the incentives a game's design will provide to players.
There may be specific circumstances where the GM bringing a veto to that action would make sense (i.e. your bound in chains when you declare that action), but a GM who just said no to that request simply because he wanted to or desired to protect an NPC, would not be playing to the spirit of the game at all.
Yes: the
spirit of the game. That's the problem here. You are talking about someone failing to abide by an unwritten, unspoken, assumed social baseline. The problem is, what happens if the rules are in fact very poor at supporting that unwritten, unspoken, assumed social baseline? What happens if the overall design or ethos of a particular system in fact fights against the intended spirit of the game?
Because I can give you a game where we know, without doubt, that that happened. Mostly because the designers told us it did. That game would be 3rd edition D&D.
And there are going to be times when the players take initiative and the first step isn't the GM describing what is going on.
Where is this supported in 5e rules? I genuinely don't see how 5e in any way embraces this. (Which, yes, might be part of why it can fall into RL/GL issues more easily.)
I also believe they are very much overplaying the role of GM authority and not paying as much attention to the fluidity of play and how GM authority is meant to be in service to player agency (whereas mother may I is very much about things being in service to the whims of the GM). And there is also a lot more fluidity to this authority structure. I.E. GM authority of this kind exists in order to maximize the players ability to interact freely with the world and/or to influence the direction of story
I get that that is what it is "meant" to be. The criticism is literally built on calling out the mismatch between intent, and both actual content (that is, the rules) and actual practice (that is, the actions taken by one or more DMs.) It is the
lack of that fluidity, the
lack of focus on player agency, and the fact that the rules and advice do not emphasize them and the designers seem to have simply presumed every DM will always bring them no matter what, which leads to the problem.
And importantly there are still rules, procedures, etc that the GM is expected to defer to. The GM can always nullify those outcomes if it is needed. But the reasoning behind that is very important. The GMs power in that situation only exists so long as the players support him or her being the GM.
These statements are contradictory. If the GM is expected to defer to the rules, then "the GM can always nullify those outcomes" is not true; and, conversely, if "the GM can always nullify those outcomes" is true, then it cannot be true that the GM is expected to defer to the rules. You are not expected to defer to something you can always ignore, especially when (as is so often the case with 5e) the justification will be "I can't tell you, it's for
national security DM reasons,
just trust me." Which, yes, is what I have been told multiple times about questionable or frustrating rulings proposed by actual users on this forum: "Don't you
trust your DM?" (As though trust were a rigid binary between "absolutely none whatsoever" and "utterly unreserved, I would trust her with my life, my bank account, my spouse, and my children.")
More importantly: WHICH rules? Because, as stated, people still bend over backwards to emphasize how nothing can be relied upon, how the DM can render whole classes completely different just because they feel like it. What are these "rules, procedures, etc. that the GM is expected to defer to"?
In D&D there is still rules system and the GM is beholden to that system to a degree. Yes the GM has final authority. But you aren't just sitting there playing mother may I to find out if your axe hit the goblin. The GM is only expected to invoke that final say in situations where the rules got wonky somehow or some very specific thing requires a different outcome (and even then if the GM doesn't have good reason for doing that, the players will lose trust in that GM, and that GM will lose players over time if he keeps making those choices).
Except that people on this very forum constantly advocate for not doing that. For breaking the rules all the time, secretly, and then concealing that they have done so from the players. Some even advocate straight up denying doing so if challenged. Even those who don't, frequently will demand trust, rather than trying to build it; they will speak of things like "don't you trust your DM?" in response to concerns, or even just straight up say "you should just trust me, this is what is best." Is it any wonder then that people get skeptical?
And even in cases where the GM is managing exploration, he or she is still beholden to things that have been prepped, the setting, and the ingenuity of the players.
Not according to several people I've interacted with, some of the on this very forum. Do you remember the extensive debates about fudging? Numerous users here think prep, setting, and
especially player ingenuity are as binding as wet tissue paper.
If we are exploring an old ruined castle surrounded by a wall, whether I am able to scale that wall shouldn't feel like a game of mother may I.
Keyword:
Shouldn't.
The GM isn't being given this authority for that reason. The GM is being given this authority to better adjudicate strange actions the players may take. If the players have a fly spell, and there isn't a good reason for their fly spell not to work, the GM is expected to let them fly over the wall.
Not according to several people I have interacted with, including on this very forum. If the DM doesn't like it, for any reason whatsoever, or even for no reason at all, it's out. If you don't like that, tough. You know where the door is.
Yes, I have had actual people say something essentially exactly like that, to me directly (as a hypothetical game description), on this very forum. This isn't some phantom. It is a real thing.
In virtually every conversation I have been in surrounding mother may I the whole point is players are frustrated because the GM keeps saying no to them and they don't know what will yield a 'yes'.
Yes. That is a good summary of a key aspect being highlighted. That's the inflexibility. Add in capriciousness and you have what is being criticized by the phrase. I find the rules of 5e, and the advice (or, all too often, the lack thereof), encourage inflexibility and capriciousness.
And then the DM would nod "yes, all hail the rules.".
Ah, yes, because this
totally comports with the "using pejoratives to criticize is bad and shouldn't be something we do" stance. And yet not one of the "don't use pejoratives" crowd is pushing back on this, despite it being no less pejorative than "Mother-May-I."
If it hasn't been made clear, I find the term "GM-based resolution" to be the ideal term for what we are discussing here, and agree with Bedrockgames that "MMI," in as much as it has any usefulness to the discussion, can only apply to GM-based resolution gone horribly wrong.
What happens if it goes horribly wrong a lot? Or the rules and advice themselves actually encourage things going wrong? Because that is exactly my argument. I think this "goes horribly wrong"
a lot, purely based on how belligerent and insistent so many DMs are about saying no to so many things, how players discussing the game must emphasize how little they can trust the rules, and how the whole "trust" angle gets inverted from "DMs must earn and maintain trust from their players" to "players must always trust their DMs without question or complaint, or else they should never have started gaming with that DM in the first place."
Without verisimilitude you cannot have an immersive roleplaying experience.
Sure you can. There's no similarity to real things in magic or dragons. People play superhero games that include things like Batman types who can hide space stations in their company budget or villains who never uncover the secret identity of their heroic opposition.
Mother may I is a pejorative term, it is a criticism of this type of power structure, but it fails to describe it (it only describes it in its broken mode).
Why does a criticism need to precisely and accurately describe the whole style in all its best states? That is a very strange request. If all criticism were held to that standard it would be almost impossible to criticize anything.
It's like using the term wrecked vehicle to describe an intact vehicle because an in order to have a car wreck you first need a functional car.
No. It's like describing a wrecked car as wrecked, and then being told that you should only talk about intact functional vehicles working as intended before you can
ever say
anything about gas tanks that explode after fender-benders.
A GM with this kind of authority is not supposed to be using it arbitrarily or for their own amusement.
Key phrase:
not supposed to.
But if you are in a game where the GM is seriously considering all the things you suggest (and using pretty consistent principles and ideas to render a ruling), to me it feels much more real, like I am there, than if I am constantly going through a set of complex rules or procedures.
What about a game that has good, functional rules...and still does this? Because that was (explicitly!) how 4e was supposed to be played. If we are supposed to only look at the game in its idealized, best-form state before we are allowed to criticize it in any way, why are you now referring to a degenerate state of the style you don't like? Why are you referring only to "wrecked vehicle" situations and not focusing on "intact vehicle" ones? Why, for example, are you assuming that the rules must be complex? 4e skill challenges are quite simple, for example.
And again, very importantly, the GM's authority in this situation requires player buy in. A GM isn't just issuing decrees in a vacuum. He is considering player reaction to his judgements.
I wish more users on this forum actually agreed with this position.
IOW, there's a significant difference between "Do I know if trolls need to be hit with fire" and "If I do this, will I still be a paladin in the morning?" Or, "I jump in the water and swim to the other side." You drown because you're wearing armor" "Uhhh, what??"
Yes. This would be the capriciousness at work.
This has already grown long, so I will post it now, but I have more posts I wish to reply to.