D&D General A glimpse at WoTC's current view of Rule 0

Thought I'd put some thoughts together, because this thread isn't going anywhere and hasn't for quite a while. Sorry for the long rant. Short version? There are bad DM's, allowing players to add small bits and pieces won't change much, I just prefer not to do that. It won't stop railroads. To do that you need a different game altogether. Also, it should go without saying that there are many ways to play the game and I am not saying my way is "better".

I like games, both as a player and DM, that follow the standard D&D play loop. The player is responsible for their character and, outside of working with the DM on backstory (which hopefully includes some NPCs and connections), contribute to the world via their words and deeds. Of course there are also times when the players sit down with the DM outside of the game to discuss options, directions, satisfaction with the campaign, etc.. But in game? Of course they can ask for clarification but in general they can only add what their character can do in world. The DM is responsible for everything else. They set the stage so to speak but never, ever tell a player what their character does, thinks or says. It works well for me and my players. A good DM will reward creative character choices and decisions. The DM that always (or almost always) says no is a different story.

Then there's the other side of the fence where people allow players to introduce things and ideas into the game via declaration. That could be as simple as "There's a band in the bar so I go to ask for a specific style of song" when it was never established there was a band. This kind of declaration? I don't see a need for it and don't care for it when I play but I also don't see a big issue for most players.

But then you get the player that will run with it in a way that doesn't work for other players at the table. The guy I've talked about that chatted with Odin and declared that he got what amounted to a small miracle? He would absolutely talk about how over downtime he popped up to Valhalla and had a beer with Odin and the boys. That, by the way, if you play poker with them Thor has a tell and you can always know when he's bluffing. On the other hand Tyr never ever bluffs. He would just add things that were totally out of place for the campaign if allowed*. They declared that Hel was actually not the Hel of Norse mythology but the Hel of some Anime (again without discussing with the DM). It may not be an issue for some groups, but if the rest of the group is playing a game where gods are distant and unknowable, if they've invested in the mythology and themes of the world? It just doesn't work for some people.

Next you can go to the level of players just declare game changing things. The "I chat with Odin and because he's a god and my buddy I get powers far beyond that of my character. It happens because Odin is a god." Not asking the DM, not working with the DM offline, just casually stating during a game session that he can suddenly declare a power not granted by the rules of the game because Odin.

So we have 3 basic categories that I see, although obviously there will be variations on the theme.
1. Standard D&D play loop. Player responsible for character, DM for everything else.
2. Players adding what amounts to set dressing and fluff.
3. Player adding significant story elements where they declare action and result on the fly. Things that change the campaign or allow things to happen that bypass the rules of the game.

For #1? I assume everyone is familiar with it. But some insist that it leads to bad DMing, railroading, lots of comments about DMs abusing their power. I disagree. There are bad DMs out there just like there are bad players.

It doesn't have anything to do with the DM "lording their power over the players". How much control over the campaign the players have is largely a separate issue. In my games we talk about the campaign outside of play on a regular basis. The players can always have the characters do things I didn't expect. If the characters go left when I expected them to go right I do my best to follow their lead and react appropriately. This happens on a regular basis when I DM and recently happened when I was a player where the DM confessed they ad-libbed 90% of the session. It was fun.

For #2? I don't see how it's going to make a bad DM any better. It's never going to stop a railroad because if the player makes up a piece of info it could just be a bad rumor. The players declare that the bartender is their long lost brother? May be some fun RP but it's not changing campaign direction. Perhaps they start a bar fight if they want, but that can just as easily happen with option #1 the majority of times, it's just a different style of declaration of actions. I don't see how it has any significant impact on the power of players unless the DM allows it.

For #3? This is where I think you need structures and limitations that D&D simply doesn't have. If the cleric in my story could just ask favors of Odin on the regular**, they could also just declare that Odin points his spear at a mortal enemy and that mortal instantly dies because it's a feature of Gungdrin. I assume most people aren't letting player declarations of actions and results this far.

But even if players can declare that they find a path to go left instead of right like the hypothetical railroading DM wants them to, I still don't see how it changes much. Player declares that their contact knows something? The contact is dead or been replaced by a doppelganger. Player decides they have a map? Whatever the players are looking for has moved. Player has a key? Gosh darnit, fake door. The DM can always find ways of saying no, or simply not providing content if the game goes in a direction they don't want. Go left when the DM wanted you to go right? Boring idyllic pastoral communities await you or they pretend you went left but it's really just populated by quantum ogres. Ogres that may look like super orcs, but ogres nonetheless. You can't force a bad DM to be a good DM

In a true railroad the DM tells the players what they say, think, or do or the game is just one quantum ogre after another. The former is not allowed by the standard D&D play loop I don't see how you stop the latter unless it's largely or fully a player authored campaign. D&D is flexible but it isn't designed to do that and there are better systems for it.

*Sadly not really an exaggeration. The DM said no, that could not have happened. The player insisted that it did and for that campaign as far as the lore of the world and everyone else was concerned, the character was just dreaming and perhaps a bit delusional.

** The scenario was finding a phylactery that could not be discovered through divination spells. There was no negotiation, no cost to pay. The player just declared it happened. Even though my example was "just" divination, in that world's lore god's powers on the material realm are limited to the spells they grant clerics.
 

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Why wouldn’t there be any limits on Odin’s power? Or what he’d be willing to do?



Except as I’ve said many times now, and which I consider an essential part of what I’m talking about, is that the favor only be granted at great cost.

I also connected the request directly to lore related about the god. Odin has lore about what he did to gain knowledge of secrets. The request was about knowledge of something secret.

Who’s to say the next request would be in any way related to Odin?



Sure, I don’t think the example was about how you must always say yes. It was just “oh, here’s an example… here’s how I’d make this one work.”



Sure. And although they may be things that should be kept in mind, I’m saying that even in D&D, these concerns haven’t really been an issue.

Because you keep bringing this up, I thought I'd clarify once again that this wasn't the scenario that I presented. The player declared that they made a request and the what the result was during play. There was no negotiation, no cost.

In the campaign world referred to, god's powers is channeled through spells and powers granted to clerics. Cleric powers being limited to what is granted by their class has been true in every campaign I've ever played in. If a god did grant something special it wasn't to just the cleric, it certainly wasn't "just ignore the rules of the game because the cleric asked pretty please".

Gods in the campaign world occasionally send representatives such as Valkyries for Odin. The powers and wars of the gods may echo and dramatically affect the mortal realm but gods never interact directly with the mortal world. At best communication with them is limited to spells like Commune. A deity has never, ever, spoken directly to a mortal. This was made clear to the player more than once.

The rules of the game don't even hint at a cleric just asking for a special favor so what you're talking about is a house rule you've invented. Great if it works for you but you've given little in the way of costs that would actually matter to the player. In addition, don't expect everyone to adopt or agree with your house rule just because it adds to your game.
 

There is very much a sense in the "the GM is the sole authority" camp in this thread that if you permit players to be proactive, they will somehow ruin the game and turn in to selfish monsters who just want to "win the game". First off, I would love for you to tell your friends that you believe this to be true about them. Second, that's how Bloodtide talks - do you want to share a dogmatic opinion with that guy?
I haven't seen that position taken by anyone. There is not 'very much a sense', except in your mind. You're equating any slight deviation from your opinion with alignment with 'that guy', who is frankly an extreme... which is not where most folks are at. There are grey areas that your viewpoint appears to have a blind spot for. Discussion starts by examining the grey areas. Not everyone who disagrees with you is your mortal enemy.

Step 1 I think is to understand for yourself why you are so emotionally affected by/invested in this topic. Understand it, then back up off it, so you can have an objective and impartial discussion. Then you're ready to talk about it, and hopefully build some bridges.
 

I haven't seen that position taken by anyone. There is not 'very much a sense', except in your mind. You're equating any slight deviation from your opinion with alignment with 'that guy', who is frankly an extreme... which is not where most folks are at. There are grey areas that your viewpoint appears to have a blind spot for. Discussion starts by examining the grey areas. Not everyone who disagrees with you is your mortal enemy.

Step 1 I think is to understand for yourself why you are so emotionally affected by/invested in this topic. Understand it, then back up off it, so you can have an objective and impartial discussion. Then you're ready to talk about it, and hopefully build some bridges.
If this post is anything to go by, the real Step 1 is to talk down to someone as if they are being overly emotional, extreme, and non-objective so as to present yourself as possessing a logical, moderate, and objective perspective on the subject. 😜
 

If this post is anything to go by, the real Step 1 is to talk down to someone as if they are being overly emotional, extreme, and non-objective so as to present yourself as possessing a logical, moderate, and objective perspective on the subject. 😜
Calm down, @Aldarc. You're obviously so emotional I can see you hyperventilating a continent away. :)
 

DISCLAIMER: I have not read the vast majority of this thread, nor do I intend to.

I just get a kick out of how a thread about WotC's "Rule 0," which basically amounts to, "Hey guys, maybe everyone should be considerate of one another, and try to have fun playing the game," can generate over 1,700 replies in only 9 days. That's almost 200 replies per day. Who knew such a simple, benign suggestion could wind up being so controversial?
 

If this post is anything to go by, the real Step 1 is to talk down to someone as if they are being overly emotional, extreme, and non-objective so as to present yourself as possessing a logical, moderate, and objective perspective on the subject. 😜
Too bad you feel that way! The reality is they were being all those things. Just calling a spade a spade. If you want to look at that as talking down to someone... what are you going to do. I have no control over how you choose to look at things.
 

Because you keep bringing this up, I thought I'd clarify once again that this wasn't the scenario that I presented. The player declared that they made a request and the what the result was during play. There was no negotiation, no cost.

Yes, I know. The DM shut it down. My suggestion was about what could have been… another way to handle it. In that imagined scenario, the DM would not simply shut things down, but nor would they just grant the player the entirety of their request. They’d work with the player to see if they could find a way to get the idea to work.

Then I suggested some ways to do that. My suggestions were based on a very brief description of the situation, with a lot of relevant details missing. As more details were provided, I attempted to incorporate those into my suggestions.

So the end result is not a perfect example. But it’s the idea that matters.


Great if it works for you but you've given little in the way of costs that would actually matter to the player.

I made several suggestions and hinted at others. You pointed out there was almost nothing that your player cared about that would be a meaningful loss. Which I said was another problem entirely.

Honestly, I think it’s kind of interesting how the conversation has progressed… it’s kind of indicative of the problem. An idea was proposed… it’s shot down. It gets changed a bit, other ideas are added… it gets shot down. Every attempt to find a way to make it work… shot down.

In addition, don't expect everyone to adopt or agree with your house rule just because it adds to your game.

I don’t. It’s a suggestion about another way to do things.

I’d think that on a discussion forum, most folks would be interested in sharing ideas. In actually considering them.

Like… just for the sake of discussion, could you examine the Odin example and imagine ways to make it work?

By this I don’t mean that you have to think this is a better way… but just as like a mental exercise. You know all the details of the setting and so on… I’d expect you could come up with a scenario that could make the player’s idea work in a way acceptable to all.

Give it a try.

I haven't seen that position taken by anyone.

It absolutey has been. It’s been called both pandora’s box and a can of worms. Concern over what the players will request next. And so on.

It’s kind of hard to miss.
 

It absolutey has been. It’s been called both pandora’s box and a can of worms. Concern over what the players will request next. And so on.

It’s kind of hard to miss.
Absolutely huh? Do you really think there are many people out there that feel that way? Like to that extreme? That seems like an odd takeaway. I bet if you spoke to someone you disagreed with on this topic in a more reasonable manner, you'd get a better result. Avoid the extremism. I'd bet money on it.
 


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