Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 2582951" data-attributes="member: 18280"><p>The question is not a straw man. It is, in fact, the crux of this thread. When determining when it is appropriate to say "No", whose discretion does the DM rely upon? If the DM relies upon his own discretion, then he is the ultimate arbitrator of that game. If the DM does not, then he is not.</p><p></p><p>KM says that the DM is allowed to say "No" <strong><em>in general</em></strong> because to do otherwise would make his position obviously untenable. However, KM also disallows the DM from saying "No" <strong><em>in any specific incident</em></strong> to which that general rule is applied.</p><p></p><p>What KM gives with one hand, he takes away with the other.</p><p></p><p>Recognizing that this is, in fact, the case is not setting up a "straw man". It is, rather, suggesting that KM's position is, itself, self-contradictory.</p><p></p><p>If I am wrong, all KM has to do is agree that it is perfectly reasonable for a DM to limit races and/or classes based upon the internal logic of the setting. Without some caveat that the players have to agree (in either an implied or acual sense). I would be more than happy to come across KM espousing such an opinion without qualifier.</p><p></p><p>See, like a scientific theorum, my argument is refutable in a practical sense.</p><p></p><p>In any event, you <strong><em>do</em></strong> answer the questions above. </p><p></p><p></p><p></p><p></p><p></p><p>You and I agree perfectly on this point. Where you and I disagree is whether or not this is what KM is saying. I think, very specifically, that KM is saying that <strong><em>the DM cannot say no</em></strong>. Or, perhaps more accurately, that a <strong>bad</strong> DM can say no, but a <strong>good</strong> DM <strong><em>will not say no</em></strong>, whether he can or not.</p><p></p><p>Using your example of a bec de corbin:</p><p></p><p>My campaign is low-magic, low-cash. As a result, there are no magic shops. There are individuals who can craft items, but they are not common. To me, this is the difference between "magician as artisan" and "magician as factory worker". Simply put, it will be more of an effort for you to find someone to make your magic weapon, and relative to what you have, it will cost more. You have to be more invested in the idea of a magical bec de corbin to make it happen.</p><p></p><p><span style="color: SandyBrown"><p style="margin-left: 20px">EDIT: Also, assuming that the general feats allowed are given at the beginning of the game, you can easily determine whether or not expecting to craft a magical bec de corbin is reasonable. If you are given campaign background material, you can also take a reasonable stab at how difficult it will be to find someone else to do the same if you are not able to. If you know that being able to obtain a magical bec de corbin is extremely unlikely, you are not required to make a character centered around that concept. I am sure that you agree that applying the "RAW for a specific setting" concept applies to more than just racial/class choices.</p><p></span></p><p>On the other hand, you cannot be a half-ogre. Period. There are no half-ogres in the setting.</p><p></p><p>I am extremely upfront about the core choices offered, about the average level of wealth and magic expected, and about changes in XP that I have made. I am not so upfront about, say, rules pertaining to the Cult of Mellythese (an evil spider goddess), such as prestige class or classes. In game, the PCs can research such things, though, and find out about them.</p><p></p><p>No one can be forced to play with people they do not wish to. You cannot force the DM to run a game. You cannot force anyone to run a game in a way you prefer. You may be able to compromise, but your two absolutely always-available choices are "Play in the game I'm running as I am running it" and "Don't play in the game I'm running as I am running it." This is not only true, it is self-evident.</p><p></p><p>Sure, if the DM is a dink and runs "Dink way or the highway" games, he's going to spend a lot of time at an empty table. I've said this (or things like it) numerous times myself. The qualifier (if the DM is a dink), though, is all-important.</p><p></p><p>Every player wants to increase his own fun. If they are not dinks, then they are not trying to do it at the expense of others, including at the expense of the DM. Including at the expense of the work put into the setting.</p><p></p><p>This is really simple, and it is consistent.</p><p></p><p>No one has to play in my game if they do not wish to. No one has the right to tell me how to run my game. No one has a right to play in my game if I don't want them to.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2582951, member: 18280"] The question is not a straw man. It is, in fact, the crux of this thread. When determining when it is appropriate to say "No", whose discretion does the DM rely upon? If the DM relies upon his own discretion, then he is the ultimate arbitrator of that game. If the DM does not, then he is not. KM says that the DM is allowed to say "No" [B][I]in general[/I][/B] because to do otherwise would make his position obviously untenable. However, KM also disallows the DM from saying "No" [B][I]in any specific incident[/I][/B] to which that general rule is applied. What KM gives with one hand, he takes away with the other. Recognizing that this is, in fact, the case is not setting up a "straw man". It is, rather, suggesting that KM's position is, itself, self-contradictory. If I am wrong, all KM has to do is agree that it is perfectly reasonable for a DM to limit races and/or classes based upon the internal logic of the setting. Without some caveat that the players have to agree (in either an implied or acual sense). I would be more than happy to come across KM espousing such an opinion without qualifier. See, like a scientific theorum, my argument is refutable in a practical sense. In any event, you [B][I]do[/I][/B] answer the questions above. You and I agree perfectly on this point. Where you and I disagree is whether or not this is what KM is saying. I think, very specifically, that KM is saying that [B][I]the DM cannot say no[/I][/B]. Or, perhaps more accurately, that a [B]bad[/B] DM can say no, but a [B]good[/B] DM [B][I]will not say no[/I][/B], whether he can or not. Using your example of a bec de corbin: My campaign is low-magic, low-cash. As a result, there are no magic shops. There are individuals who can craft items, but they are not common. To me, this is the difference between "magician as artisan" and "magician as factory worker". Simply put, it will be more of an effort for you to find someone to make your magic weapon, and relative to what you have, it will cost more. You have to be more invested in the idea of a magical bec de corbin to make it happen. [COLOR=SandyBrown][INDENT]EDIT: Also, assuming that the general feats allowed are given at the beginning of the game, you can easily determine whether or not expecting to craft a magical bec de corbin is reasonable. If you are given campaign background material, you can also take a reasonable stab at how difficult it will be to find someone else to do the same if you are not able to. If you know that being able to obtain a magical bec de corbin is extremely unlikely, you are not required to make a character centered around that concept. I am sure that you agree that applying the "RAW for a specific setting" concept applies to more than just racial/class choices.[/INDENT][/COLOR] On the other hand, you cannot be a half-ogre. Period. There are no half-ogres in the setting. I am extremely upfront about the core choices offered, about the average level of wealth and magic expected, and about changes in XP that I have made. I am not so upfront about, say, rules pertaining to the Cult of Mellythese (an evil spider goddess), such as prestige class or classes. In game, the PCs can research such things, though, and find out about them. No one can be forced to play with people they do not wish to. You cannot force the DM to run a game. You cannot force anyone to run a game in a way you prefer. You may be able to compromise, but your two absolutely always-available choices are "Play in the game I'm running as I am running it" and "Don't play in the game I'm running as I am running it." This is not only true, it is self-evident. Sure, if the DM is a dink and runs "Dink way or the highway" games, he's going to spend a lot of time at an empty table. I've said this (or things like it) numerous times myself. The qualifier (if the DM is a dink), though, is all-important. Every player wants to increase his own fun. If they are not dinks, then they are not trying to do it at the expense of others, including at the expense of the DM. Including at the expense of the work put into the setting. This is really simple, and it is consistent. No one has to play in my game if they do not wish to. No one has the right to tell me how to run my game. No one has a right to play in my game if I don't want them to. RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
3e, DMs, and Inferred Player Power
Top