(My apologies in advance, this is long.) I've noticed that coinciding with the arrival of the D&D-Next playtest a new sentiment has arisen regarding the overall DM role and DM houseruling. People have decried the so-called "Mother May I?" ability of a DM to make rules calls. This sentiment (which I'll refer to as NMMI for "no Mother-May-I") surprised me, and I even find it somewhat disconcerting, as I always viewed the DM role and his or her ability to make judgement calls and houserules as both long-eastablished, inviolate, and necessary.
I'll start by admitting I'm a grognard of sorts, and I started playing in 1977. That no doubt shaped my D&D worldview, so to speak. But I enjoy all editions (I'm currently DMing a successful 4e campaign and having a ball).
I chalk up this new NMMI attitude to two things primarily: A) the rules-heavy nature of latter editions and perhaps B) bad experience with DMs.
Regarding A:
Third edition put forth rules for almost everything, it seemed. 4e largely continued this trend. In the old days, if you fighter wanted to move a certain distance and tumble past an enemy, the DM had to house-rule that on the spot. (This could unfortunately lead to wildly differing calls from different DMs, or even varied calls from the same DM if he or she is not consistent.) The newer editions spelled out that type of action more clearly in the rules, and players could draw confidence from that—they knew what their characters were capable of. This does strike me as more realistic in some ways; if in real life you suggest I leap across a gap between two buildings, I can visually asses the gap and make a reasonable guess as to my chance of success without word from on high.
On the downside (for me at least), plentiful rules eroded one of the DM's main functions—house ruling actions—and players grew used to this. This newfound "there's a rule for it in the book" mindset has evidently led some to believe DMs are growing redundant, or to resent losing some rules "back to the DM" with D&D-Next.
To me, one of the biggest 4e mistakes in this regard was putting magic item descriptions right in the Player's Handbook and encouraging magic wish lists—to me it weakened the wonder and mystery of magic items. (Yes, I know, players in older editions could access DMGs and a DM can still vary magic items through their descriptions and details, but why put them in the PH to start?)
Regarding B:
Reading a lot of the NMMI complaints, my first thought is usually "Wow, you must have encountered some really bad DMs." If that's the case, I sympathize. I've had bad DMs too; heck, I've had them all—DMs that played running their own super-powerful NPCs, DMs that weren't happy unless a requisite number of PCs died every adventure, you name it. But is that the culprit? Could so many players have "bad DM trauma"?
I don't believe in any DM-versus-player type nonsense, something even Gygax seemed guilty of at times. For me the role of DM, which I take very seriously, is to entertain, challenge, amuse, and mystify my players, while at the same time allowing for my own enjoyment, much as an NFL referee may enjoy a job well done or a stage actor enjoys a good performance in no small part because of the audience's enthusiastic reaction. I never "keep players down" but I do try to challenge them, and thereby their PCs.
I'm against the erosion of the DM's power and ability to houserule.
Why?
— The DM knows the whole picture, the players don't. Sometimes players can undertake actions against their own interest or against the interest of the overall plot/adventure. Yes, a good DM rolls with player actions to a point (I certainly do), but there are times when a DM needs to make things a little harder or easier to move the plot along, etc., and freedom to make rulings without being book-bound facilitates that. No long-running, successful campaign exists without occasional course corrections.
– Maintaining the challenge. I strongly believe that a challenging game makes for a fun game. Sadly, some players don't understand this. Having a PC able to easily conquer anything he meets sounds like great fun, but in practice it wears thin quickly. (Ever see the Twilight Zone episode about the criminal who thought he was in heaven?) The really memorable combats that you remember years later aren't the easy kills (though smashing through a horde of kobolds is admittedly fun) but rather those times when the player really needs to make that high roll or critical to save the day and does it.
Latter editions have—strictly in my experience—led to an explosion of power gaming and "PC engineering." Building a super character is a mission for some players, and the many power combos and feats and other PC abilities in latter editions facilitate this. Building an effective PC can be fun; indeed, I enjoy selecting 4e powers myself. But the erosion of DM power makes it harder to limit the abuses of the rules or prevent one character from shining above the rest because that player is (at best) very knowledgeable or (at worst) a dedicated min-maxer.
Having one character stronger than the rest leads to many problems, and ultimately as DM I'm either forced to find a way to "de-tooth" that PC a bit or I'm forced to escalate the challenges to match, which puts the weaker PCs in serious jeopardy. The erosion of DM power and the increase in the "rulification" of everything enable power abuses.
– DMs want and deserve to have fun too. DMing is a tough craft, and it's work. It isn't for everyone. But the feeling gained from sharing your world with others and challenging and surprising your friends is priceless. It's a different experience from playing a PC, but it's great fun. Reducing the DM to a robot that merely spits out room descriptions and monster rosters is wrong. The greatest challenge for a DM, and I think the most rewarding, is ruling on the fly. A PC wants to swing across the room, kick the bad guy's face, and land on the bar seat next to the baron? Houserule it! Wandering monsters show up? Create the encounter!
At times the charge has been leveled that latter edition fans prefer a videeogame-style D&D. I've always felt this charge was unfair. But reading some of the "Mother may I" complaints I can't help to feel that some NMMI players now do want that kind of experience, and if they could do away with a DM and simply have an automated system present the mission, Modern Warfare or Uncharted style, they'd seize that option. It runs contrary to the very essence of D&D for me: a unique synergy between a referee/storyteller and players wherein both sides have fun and both sides have the power to shape play. The wonder and thrill for me comes from the result of that very special union. I hope all future versions of the game preserve it.
Your thoughts?
I'll start by admitting I'm a grognard of sorts, and I started playing in 1977. That no doubt shaped my D&D worldview, so to speak. But I enjoy all editions (I'm currently DMing a successful 4e campaign and having a ball).
I chalk up this new NMMI attitude to two things primarily: A) the rules-heavy nature of latter editions and perhaps B) bad experience with DMs.
Regarding A:
Third edition put forth rules for almost everything, it seemed. 4e largely continued this trend. In the old days, if you fighter wanted to move a certain distance and tumble past an enemy, the DM had to house-rule that on the spot. (This could unfortunately lead to wildly differing calls from different DMs, or even varied calls from the same DM if he or she is not consistent.) The newer editions spelled out that type of action more clearly in the rules, and players could draw confidence from that—they knew what their characters were capable of. This does strike me as more realistic in some ways; if in real life you suggest I leap across a gap between two buildings, I can visually asses the gap and make a reasonable guess as to my chance of success without word from on high.
On the downside (for me at least), plentiful rules eroded one of the DM's main functions—house ruling actions—and players grew used to this. This newfound "there's a rule for it in the book" mindset has evidently led some to believe DMs are growing redundant, or to resent losing some rules "back to the DM" with D&D-Next.
To me, one of the biggest 4e mistakes in this regard was putting magic item descriptions right in the Player's Handbook and encouraging magic wish lists—to me it weakened the wonder and mystery of magic items. (Yes, I know, players in older editions could access DMGs and a DM can still vary magic items through their descriptions and details, but why put them in the PH to start?)
Regarding B:
Reading a lot of the NMMI complaints, my first thought is usually "Wow, you must have encountered some really bad DMs." If that's the case, I sympathize. I've had bad DMs too; heck, I've had them all—DMs that played running their own super-powerful NPCs, DMs that weren't happy unless a requisite number of PCs died every adventure, you name it. But is that the culprit? Could so many players have "bad DM trauma"?
I don't believe in any DM-versus-player type nonsense, something even Gygax seemed guilty of at times. For me the role of DM, which I take very seriously, is to entertain, challenge, amuse, and mystify my players, while at the same time allowing for my own enjoyment, much as an NFL referee may enjoy a job well done or a stage actor enjoys a good performance in no small part because of the audience's enthusiastic reaction. I never "keep players down" but I do try to challenge them, and thereby their PCs.
I'm against the erosion of the DM's power and ability to houserule.
Why?
— The DM knows the whole picture, the players don't. Sometimes players can undertake actions against their own interest or against the interest of the overall plot/adventure. Yes, a good DM rolls with player actions to a point (I certainly do), but there are times when a DM needs to make things a little harder or easier to move the plot along, etc., and freedom to make rulings without being book-bound facilitates that. No long-running, successful campaign exists without occasional course corrections.
– Maintaining the challenge. I strongly believe that a challenging game makes for a fun game. Sadly, some players don't understand this. Having a PC able to easily conquer anything he meets sounds like great fun, but in practice it wears thin quickly. (Ever see the Twilight Zone episode about the criminal who thought he was in heaven?) The really memorable combats that you remember years later aren't the easy kills (though smashing through a horde of kobolds is admittedly fun) but rather those times when the player really needs to make that high roll or critical to save the day and does it.
Latter editions have—strictly in my experience—led to an explosion of power gaming and "PC engineering." Building a super character is a mission for some players, and the many power combos and feats and other PC abilities in latter editions facilitate this. Building an effective PC can be fun; indeed, I enjoy selecting 4e powers myself. But the erosion of DM power makes it harder to limit the abuses of the rules or prevent one character from shining above the rest because that player is (at best) very knowledgeable or (at worst) a dedicated min-maxer.
Having one character stronger than the rest leads to many problems, and ultimately as DM I'm either forced to find a way to "de-tooth" that PC a bit or I'm forced to escalate the challenges to match, which puts the weaker PCs in serious jeopardy. The erosion of DM power and the increase in the "rulification" of everything enable power abuses.
– DMs want and deserve to have fun too. DMing is a tough craft, and it's work. It isn't for everyone. But the feeling gained from sharing your world with others and challenging and surprising your friends is priceless. It's a different experience from playing a PC, but it's great fun. Reducing the DM to a robot that merely spits out room descriptions and monster rosters is wrong. The greatest challenge for a DM, and I think the most rewarding, is ruling on the fly. A PC wants to swing across the room, kick the bad guy's face, and land on the bar seat next to the baron? Houserule it! Wandering monsters show up? Create the encounter!
At times the charge has been leveled that latter edition fans prefer a videeogame-style D&D. I've always felt this charge was unfair. But reading some of the "Mother may I" complaints I can't help to feel that some NMMI players now do want that kind of experience, and if they could do away with a DM and simply have an automated system present the mission, Modern Warfare or Uncharted style, they'd seize that option. It runs contrary to the very essence of D&D for me: a unique synergy between a referee/storyteller and players wherein both sides have fun and both sides have the power to shape play. The wonder and thrill for me comes from the result of that very special union. I hope all future versions of the game preserve it.
Your thoughts?