Belen
Legend
Hussar said:I can explain how I am a referee easily. As the DM, I set the stage BEFORE gameplay starts. I have a pretty good idea of what's where and what the situation is before the players sit down. Once gameplay starts however, I do not feel I should change rules.
Whoa....hold on there. Please find where anyone advocated changing the rules on the fly during gameplay. I certainly never supported anything of the sort. I think you may be letting your bad experiences with some poor DMs color your thinking.
Hussar said:For the other 99 cases, I follow the RAW or any house rules we've agreed to before the session begins. In that way, nearly all the time, I am purely a referee. As was mentioned earlier, I have no vested interest in the outcome of any particular action. Like many others here, I've run into one unbelievable DM's fiat ruling after another.
N0. You have run into poor DMs. The problem here remains that a DM who wants to power trip can do so in 3e. The rules are not going to stop any DM bent on having their way.
A good DM is always vested in the outcome of any particular action. A good DM wants the players to succeed. He may not want them to run through a cake encounter, but he does want them to succeed. The DMs you describe want the players to fail.
Hussar said:I agree with almost all of that. Except the part about DIRECTING a cooperative story. In my game, the players direct the story, not me. If I'm directing the story, that means that I no longer am disinterested in the outcome. If you direct something, you have to direct it TO somewhere. I couldn't care less how the story comes out. That's the player's job. And, if directing a story means that I have to create new rules on the fly, then perhaps my story isn't as good as I think it is.
It is directing. Or do you never throw out a plot hook or create encounters for the characters. If players direct things then I fully expect them to look at you and say "Hey, DM, we want to fight a Troll. Hurry up."
Hussar said:Like the example of the undispellable trap. How dare the players use the abilities of their characters to get around my idea. Nope, by Gum, they are going to solve my riddle or rot. No shortcuts for you, peasant!![]()
I can create an unbeatable trap in 3.5 and do it via the RAW. You are describing a bad DM regardless of edition or system.
Hussar said:Do DM's have the right to say no? Absolutely. As I said, my role as campaign creator occurs between sessions. That's when you tell your players that they can't play this or that because it doesn't fit into your game.
So you are saying that it is ok to be arbitrary and have total control as long as it does not happen during gameplay?

Again, you are confusing your experience with bad DMs and my argument that DMs need more support from on high. There are entirely too many players who believe that they can play whatever they want whether the DM makes the call in or out of play. And Wizards does seem to supoort this notion. The connotation of "options" in 3e means "requirement" in the eyes of a lot of folks, most especially those who have only played 3e.
WOTC needs to say that a DM has control over the style, power, and available options in their game and that saying "no" does not violate the rules. The players are not entitled to every option released for the game. They also need clear instructions on how a DM can modify the rules to suit their world or style of play. These instructions would go a long way to providing consistency among house rules.
Right now, 3e is a player-friendly game and decidely neutral (if not hostile) with regards to the DM.