I am back! I found it impossible to read everything properly, but I think I have gotten the gist of what has been going on. But there is a point I feel has been a bit hanging. I think
@Aldarc made a very strong argument how rule 0 is likely a dead end when analyzing RPGs today in context of real GM power. Indeed the observation that 5ed seemingly do not have it written down in any recognisable form is also very interesting to me.
Certainly; it always was a dead end. The problem is, under its auspices, one side simply wins, and thus has no reason to let it go.
However if rule 0 is actually irrelevant and non-existent, that opens the question-from where do the DM/GM derive the authority and deference they seem to be enjoying in most games with a GM/DM?
Convention. Which is why discussion thereof almost always descends into "don't you TRUST your GM???" and "obviously just don't play with bad GMs" (and yet frequently still quite comfortable using bad
player behavior examples)--because the power is now solely rooted in convention, as the limits on said power are also rooted in convention.
I do have limited experience with non traditional GM based games, but in those I have played, the players has in general been looking toward the GM to resolve situations that might arise. This in contrast to my experience with board games where any players having read the rules normally tend to go to the rulebook rather than for instance defer decission to for instance the one that brought the game. In other words there appear to be a different social dynamics at play. I am curious if thise of you that have played in particular a lot of PtBA games with different groups have experienced something similar there?
Technically, I have played PbtA (Dungeon World and Masks) with five groups. Three in which I was a player, two in which I was the GM (one of which is ongoing; next session on Tuesday.) The problem is, the answer to your question is "it's more complicated than that."
The rules themselves do, in fact, say that that is what should happen, at least in Dungeon World (and I'm fairly sure Masks is the same.) That is, these are the three reasons given for making a move in the "Gamemastering" section:
You make a move:
- When everyone looks to you to find out what happens
- When the players give you a golden opportunity
- When they roll a 6-
So, when a player declares their intent to do something and everyone looks to the GM in response, that's time for making a move (usually a soft one.) This isn't, strictly speaking, about
resolving anything--that's what the moves themselves are for. Instead, GM moves are usually about advancing the state of play. Adding new complications, threatening the player characters or things they value, revealing something the players would rather not be true, etc. Moves prompted by the first bullet point are all about scene-framing.
My working hypotesis is that the GM authority is inherited trough tradition. As such 5ed and DW are both similarly "tainted" with regard to what role the GM actually plays compared to what is strictly outlined by the written rules. So while DW are modulating this by adressing certain aspects of it, there are still some crucial element of GM authority at play at most tables, even if not immediately recognisable. Even on a table striving for total consensus, there might be unconcious biases toward aligning with the GM.
Tradition, convention, same thing--when it comes to 5e. Dungeon World? Nah. Because the thing you just cited is explicitly what the rules instruct you to do. It is
not simply the result of...let's call it "para-game" traditions or conventions. It's explicitly one of the core jobs of the GM to do that thing, and when they do so, to have the Agendas, Principles, and other best-practices advice at the forefront for shaping how and why they do it.
If this hypotesis is right, interesting follow up questions could be around what this authority actually allow for? And if it is indeed possible to say how well a GM based RPG would run without such a social authority to grease the wheels? (Which ties into the original question - to what extent can a GM give up "powers" - is this authority something that would be possible to get rid of? If not, wouldnt still in one way any player contributions be at the GMs mercy on a certai social level?)
These questions are still worth answering, at least in the context of D&D. IMO, the answer to the first one at least is:
This is where my "theoretically vast, practically small" argument comes in.
Theoretically this authority allows for almost anything, but in practice the limits have to be self-enforced and pretty strongly so. It's hard to push the envelope and take risks, because the players cannot give or deny consent. It is like trying to have a "dominant/submissive" relationship with no concept of a "safeword" and no ability for the submissive partner to respond to concerns except by breaking off the relationship entirely:
in theory the dominant partner could do anything they want, but in practice, they must tread exceedingly carefully to not spook the submissive partner. By comparison, with developed techniques of communicating consent/refusal and actually putting some
structure into such a relationship, it becomes infinitely easier to test limits and be adventuresome with one's efforts, because both sides participate in the setup thereof, and the submissive partner is given tools to address missteps before they become
harm.
Consequences, yes. But how if there is ever anything unclear about the rules? Granted, that situation might be very rare in a well written game; but even in extremely well designed, tested and narrow games like chess there come up tricky rules questions at occasions, requiering referees to make judgment calls in turnament play.
Edit- to take one classic example: you forgot to discuss cocked dice in rule zero. A dice roll come out cocked. What is the gut reflex of a typical DW player? For all D&D players I have met they immediately look quizzically on the DM. For board games they typically ask out in general "what now?".
That isn't considered a relevant aspect of the rules of the game. That is, the game presumes you already know what the result of a roll is once it is rolled. If you don't, it is not the job (nor the intent) of any PbtA system to tell you how to do that.
And, perhaps more relevantly, DW is not designed for tournament play. That's simply not something it is meant to handle. It's much more personal than that.