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D&D 5E How do you define “mother may I” in relation to D&D 5E?

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overgeeked

B/X Known World
Well, I think you demonstrated up thread how any of those aces can be shut down by the GM. "wont risk their lives" There is nothing that says these things automatically work even spells have descriptions that limit their application. None of them indicate you just tell the GM what happens.
Folk Hero has explicit caveats that define its use. This is how most background features work. That a player wants to ignore those restrictions and use it as a perfect declaration of intent and outcome is a communication problem.

Something like polearm master and sentinel doesn't have wiggle room. The player literally has an if, then statement they get to use regardless of the referee's opinion or interpretation. The PC can use a listed polearm to make an opportunity attack against any target that comes within reach and, if the target is hit, their movement becomes zero. There's no wiggle room there, no interpretation to be had. The player simply gets to use their reaction to make that opportunity attack, and, provided the attack hits, the target cannot move. There's nothing the referee can do about that, besides cheesing ACs or avoiding that PC.

Same with spells. The player simply gets to cast whatever spell they want as long as they have the slots or sorcery points and there's nothing the referee can do except one of a very short list of specific things. Counterspell and anti-magic come to mind. Without one of those, the PC casting fireball simply gets to cast fireball. There's almost no interpretation involved. Is the target point visible and within range? If yes, you can cast fireball at it. The only variables are how much damage (rolled by the player) and whether creatures in the AoE pass or fail their saves (rolled by the referee, or legendary resistance).

Most PC abilities function as that kind of button press. Press the button (i.e. do the thing in the fiction), get the result. So, yes. The PCs do have a lot of stuff they can simply do without "worrying" about the referee's interpretation.
 

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CreamCloud0

One day, I hope to actually play DnD.
@tetrasodium What does “Main Character Syndrome” entail? Something about disputes or issues with something below?
As I understand it, MCS basically boils down to the mentality of “my character is the most important thing in this world/game, and therefore everything else should bend to my whims and happen as I want it to” sometimes this goes up to and even includes other player’s characters.

They expect obstacles but they don’t actually expect them to inconvenience them to any significant degree, more that they should be there so they can clear them with ease to show how amazing their character is.

The relevance to this discussion of MMI is the aspect of ‘the things I want should happen, and they should happen specifically in the way that i want them to’ in declaring both their actions and the results they expect to achieve in performing them.
 
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hawkeyefan

Legend
The player in this example wanted to both describe what they wanted to do (#2) and narrate the outcome (#3), violating the play loop. But when the referee followed the play loop and narrated the outcome (#3), the player was dissatisfied.
Player: "I want to use my Folk Hero feature to find shelter with the common people (#2) and successfully hide from the Duke's men thereby avoiding a confrontation (#3)."
Referee: "Okay. You find shelter with the common people. But as the feature explicitly says, 'They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.' The Evil Duke's men are threatening to massacre the townspeople unless they surrender you, so someone gave you up to save the lives of all the innocent people in the town."

No, you’re incorrect. I didn’t want to narrate the outcome. I stated (explicitly) what I wanted to do and what I wanted out of it.

The dissatisfaction comes from not having any additional input on the matter. That no process beyond the GM deciding was involved in the outcome.

We had taken shelter with the farmer, hiding in the loft in his barn, before any of the Duke’s men arrived in the town. There was a local sheriff, but we avoided him and he would not have known us anyway. The bit you added about the Duke’s men threatening the farmer didn’t happen. No further checks were called for, no further information was shared beyond that the Duke’s men arrived in town and went to the Inn.

I would have no problem if there were relevant factors that changed the outcome in some way. If play continued, with more information, more rolls, and so on. But that’s not what happened. Instead, the GM decided that we were discovered somehow (but didn’t specify how), and in the morning the Duke’s men had surrounded the farm and called out for our surrender.

When I talked to the GM afterward, he said he thought it would be cool to have a scene like the end of “Young Guns” where the heroes are trapped in a burning farmhouse surrounded by enemies. He felt that granting us a long rest was sufficient reward for my use of the Folk Hero ability.

Ultimately, he had an idea about the way things should go, and so that’s how they went. His conception of the fiction won out.
This is also why being explicit rather than implicit about goals when making declarations is a great idea. If the player had said their goal up front, the referee could have the opportunity to clarify the situation and the player could have the opportunity to rethink or rework and restate their declaration. It sounds like a mismatch of (unstated) expectations. In the player's head things should logically play out one way but in the referee's head things logically played out another. That's why you openly communicate your goals as a player up front, so you can talk with the referee about the likelihood of the outcome you're after.

I did communicate openly. We discussed as a group what we wanted to do. One player wanted to set an ambush, another wanted to continue on past the town. I suggested a way that could avoid a fight with the Duke’s men, and proposed my Folk Hero ability. Everyone was on board, and the GM seemed impressed and asked me to read the ability.

I seemed to be granted what I wanted, only for it to turn out to be very different than I expected without any further information to indicate that would be the case.

That last bit is key, hence the italics.

This quote begins with a claim of no ill intent, but ends with the claim that the referee is negating the player's agency to preserve the referee's plans...all because an attempted action did not play out exactly as the player wanted.

Yes. The GM had no ill intent and without violating the procedures of play, greatly reduced the effect of an ability I used. Not through some failure on my part, or a low dice roll, or subsequent fictional factors. But just because he didn’t see the big deal and he had ideas he thought would be cool, so those ideas are what happened.

This is why you go on to talk about “wiggle room” with certain abilities. Interestingly enough, not combat abilities or spells. In those instances, the GM doesn’t have any wiggle room to just have them work in a way he wants. Combat works the way it does, spells work the way they do. The GM has influence on them, but not nearly as much as in social encounters and similar exchanges. This is what I’ve been saying all along.

This is why combat and spell use are far less susceptible to Mother May I. The clear and observable rules. The fact that there’s far less wiggle room for the GM to just maintain his ideas about the fiction.
 

Vaalingrade

Legend
As I understand it, MCS basically boils down to the mentality of “my character is the most important thing in this world/game, and therefore everything else should bend to my whims and happen as I want it to” sometimes this goes up to and even includes other player’s characters.

They expect obstacles but they don’t actually expect them to inconvenience them to any significant degree, more that they should be there so they can clear them with ease to show how amazing their character is.

The relevance to this discussion of MMI is the aspect of ‘the things I want should happen, and they should happen specifically in the way that i want them to’ in declaring both their actions and the results they expect to achieve in performing them.
From my understanding, the actual meaning is what you say: expecting everything to go your way and damn everyone else at the table. The player-side, less socially empowered MMI.

The common usage however, is 'not wanting to play an interchangeable mook, wanting some level of agency, and most importantly, displaying any level of attachment to your character'.
 

CreamCloud0

One day, I hope to actually play DnD.
I seemed to be granted what I wanted, only for it to turn out to be very different than I expected without any further information to indicate that would be the case.
Sure but in this case there doesn’t really seem to be any way that you or your character would know those consequences would result from taking that action, if your character wouldn’t of reasonably known that that would result why should you of been told that it would happen? So that you could choose not to seek shelter in the barn and instead done something else?
 

hawkeyefan

Legend
Sure but in this case there doesn’t really seem to be any way that you or your character would know those consequences would result from taking that action, if your character wouldn’t of reasonably known that that would result why should you of been told that it would happen? So that you could choose not to seek shelter in the barn and instead done something else?

Oh I imagine there would be a variety of ways it could be handled.

Maybe we observe from the barn, the Duke’s men going door to door. We realize the predicament we may be putting the farmer in. What should we do?

We overhear the farmer and hiswife talking, and she sounds very worried and thinks telling the Duke’s men is the safest way to proceed. What should we do?

Maybe we see one of the townsfolk make note as we enter the barn. Maybe his reputation as a snitch is known, or maybe the farmer mentions it. What should we do?

There’s any number of other ways for the GM to have allowed play to continue, promtping us with new details and asking “what do you do?” If that had happened, I’d have been fine with it.

But it didn’t. Instead, my use of the Folk Hero ability was treated as a solution and then without any further play (narration, actions, rolls, etc.) we jumped ahead to a confrontation. My use of the ability got us the benefits of a long rest, but the confrontation with the Duke’s men still happened. Arguably, in a worse position than we may have otherwise come up with because now we had innocents to worry about.
 

Here's an example of what I consider MMI play:

We were playing 1e or 2e I think without NWP. So very DM decides what is possible game for many things. The DM sometimes made rulings on what was possible based on his knowledge of X. His knowledge of X varied from fiction based knowledge, basic real world knowledge, and decent real world knowledge. The players had varying levels of knowledge as well.

So in running away from 5 pursuers situation things like "I want to shoot the rope on the beam to collapse the platform covering our escape" or "I want to push these barrels over to try and trip some of our pursuers" were run through various DM filters on feasibility and maybe assigned some kind of roll but maybe not. ALSO there was no game mechanics to say when we "got away or not" -- this was also highly dependent on when the DM decided we had done enough things or something that either took out the 5 pursuers or we had gotten enough distance/hidden. The DM wasn't antagonistic or a dck but it was fairly difficult to predict exactly what would be approved/given a good shot at working and how much "progress" toward the goal that action would mean. The game gave very little guidance and session 0 (when we even had it back then) could never really get into the details like "what's your virtual model of how many pursuers tiping over a barrel could effect?"

We had a lot of fun in those days, but sometimes it felt unsatifying and part of the reason was probably that there was a bit of MMI in the resolution of non combat stuff like this. Not always as sometimes the mental models were close enough. You could call it a failed state, but not one that was the result of horrible DMing or horrible people but rather a disconnect in mental models and no mechanics as an alternative to DM decides.

Contrast this to the same running away situation as a 4e skill challenge. There is still room for some MMI but the system means it's less likely. My understanding is that 1) the goal is agreed upon = get away, 2) DM encouraged to say Yes to a contribution to the goal in the form of a skill check, 3) skill check dificulty is known, 4) successful check = you are x% closer to your goal, 5) resolution mechanism is not DM dependant. This is a system less prone to MMI. You still could have a DM that disallows contributions/skill checks because "they don't think that shooting a rope would weaken those beams enough" or whatever but it doesn't matter as much because the DM is mandated to agree on some check, the check is fairly standardized in DC band, and success means a known level of progress toward the goal.
 

Hussar

Legend
It’s not that hard to find MMI examples. Way upthread someone posted an infiltration scenario that required something like ten different checks, several of which were potentially critical fails where the infiltration then turns into full scale battle.

It’s one of the areas I’ve repeatedly seen in play. The dm is making it “interesting “ so simply puts enough checks in the way to make it appear that you have the chance of success.

So players respond with scry and fry. Again because there is a degree of transparency that the players can see and rely on.

See everyone keeps talking about how the dm narrates results of player declarations. But, I’m MMI situations that determination of results is entirely blanked out from the players. Why did it fail? Because the dm said so.

It’s that lack of transparency that generally leads to MMI criticisms.
 

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