Emerikol
Legend
There is a difference between absolute authority, though I'd say final authority, and someone who can't be questioned at all. Yes the DM cannot be overridden by the players. The players do have the ultimate veto though. My analogy is a store owner. You can't demand I carry a product but you can not shop at my store.Really? Because that absolutely seems to be what people are laying claim to. DM is absolute authority, don't you dare question them.
Actually, I've seen DMs save games from bad players. Maybe they weren't super bad but they were bad and the DM kept them inside the lines. I've never seen a game survive a bad DM.As noted above, I disagree heartily. Consensus and collaboration works quite well, when you treat your players as fellow human beings trying their best to produce a good time for everyone involved. And if any of the players is participating in bad faith, the exercise is already doomed from the start. No amount of DM authority can make a bad-faith participant behave themselves.
Well that is absolutely a playstyle choice. I absolutely detail out my worlds. I don't want a player coming in saying they want to worship some god that doesn't exist in my setting. I want that player to say "Give me your list of Gods and what they expect from their clerics?" or if even more clueless about my style they might ask "How does cleric power work in your campaign?"Yet this argument never applies to DMs? Something fishy about that.
The DMs who do it get jollies from it. And I've seen real, specific people on this forum talk about exactly that. One example was a DM who said that they'd allow players to play dragonborn at their tables...but every shopkeeper they ever met would act like any dragonborn PCs weren't even people and would completely ignore anything dragonborn PCs said. That, eventually, the players would either wise up or depart the table.
This was directly said, to me, in an actual thread on this forum. I don't like naming names, so I won't name who did it. If you really care to read the original post, I can dig up a link for you, but I'd send it to you privately.
There are DMs practically popping out of the woodwork to ban this, ban that. To crap on player preferences. To nail down everything they possibly can about the setting and allow absolutely no deviation or variation--to the point that it literally isn't even possible for someone to say, "Well, couldn't I come from a faraway land unknown to these people?" because the DM already knows every possible land and every possible people on those lands and every possible political faction in all of those places. (And, yes, I am again thinking of an actual, specific person on this forum when I say these things.)
As a player a DM who doesn't have a good grasp on his world is one I don't want to play with in a campaign. I despise those constantly making everything up on the fly. Why? They can't do it well. It becomes trite and formulaic real fast.
This is why I like to have a PC / DM interview before even session zero. They tell me in an abstract way the type of character they want to play. I show them some options in my world. We make it fit. If the player says he wants to play something that doesn't fit at all then I suggest he think of another idea for this campaign and save that one for another campaign. Maybe a future one I run but maybe another DMs.
edit: type fix
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