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<blockquote data-quote="pemerton" data-source="post: 5315414" data-attributes="member: 42582"><p>Rule zero is on p 4 of the 3E PHB. It alerts players to the fact that their GM may have house rules or campaign standards that govern character creation, and which take priority over the rules in the PHB.</p><p></p><p>As for the 3E DMG:</p><p></p><p style="margin-left: 20px">Page 6: The secret is that you're in charge. . . you get to decide how your player group is going to play this game, when and where the adventures take place, and what happens. You get to decide how the rules work, which rules to use, and how strictly to adhere to them.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 9: When everyone gathers around the table to play the game, you're in charge. . . you're the final arbiter of the rules within the game. Good players will always reconize that you have the ultimate authority over the game mechanics, even superseding something in a rulebook.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Page 18: The DM really <em>can't</em> cheat. You're the umpire, and what you say goes. . . A good rule of thumb is that a character shouldn't die in a trivial way because of some fluke of the dice unless he or she was doing something really stupid at the time. . . Even if you decide that sometimes it's okay to fudge a little to let the characters survive so the game can continue, <em>don't let the players in on this decision</em>.</p><p></p><p>These are all in Chapter 1 - Dungeon Mastering. I don't know for sure whether or not there is simlar stuff in later chapters, but I don't recall any.</p><p></p><p>To me, at least, this suggests an approach to the game mechanics that is different from that advocated by Vincent Baker, Ron Edwards, Luke Crane et al, and closer to White Wolf or 2nd ed AD&D. For the reasons given in my latest post replying to AbdulAlhazred, I'm personally not a big fan.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5315414, member: 42582"] Rule zero is on p 4 of the 3E PHB. It alerts players to the fact that their GM may have house rules or campaign standards that govern character creation, and which take priority over the rules in the PHB. As for the 3E DMG: [indent]Page 6: The secret is that you're in charge. . . you get to decide how your player group is going to play this game, when and where the adventures take place, and what happens. You get to decide how the rules work, which rules to use, and how strictly to adhere to them. Page 9: When everyone gathers around the table to play the game, you're in charge. . . you're the final arbiter of the rules within the game. Good players will always reconize that you have the ultimate authority over the game mechanics, even superseding something in a rulebook. Page 18: The DM really [I]can't[/I] cheat. You're the umpire, and what you say goes. . . A good rule of thumb is that a character shouldn't die in a trivial way because of some fluke of the dice unless he or she was doing something really stupid at the time. . . Even if you decide that sometimes it's okay to fudge a little to let the characters survive so the game can continue, [I]don't let the players in on this decision[/I].[/indent] These are all in Chapter 1 - Dungeon Mastering. I don't know for sure whether or not there is simlar stuff in later chapters, but I don't recall any. To me, at least, this suggests an approach to the game mechanics that is different from that advocated by Vincent Baker, Ron Edwards, Luke Crane et al, and closer to White Wolf or 2nd ed AD&D. For the reasons given in my latest post replying to AbdulAlhazred, I'm personally not a big fan. [/QUOTE]
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