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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Emerikol" data-source="post: 9506802" data-attributes="member: 6698278"><p>There is a difference between absolute authority, though I'd say final authority, and someone who can't be questioned at all. Yes the DM cannot be overridden by the players. The players do have the ultimate veto though. My analogy is a store owner. You can't demand I carry a product but you can not shop at my store.</p><p></p><p></p><p></p><p>Actually, I've seen DMs save games from bad players. Maybe they weren't super bad but they were bad and the DM kept them inside the lines. I've never seen a game survive a bad DM. </p><p></p><p></p><p></p><p>Well that is absolutely a playstyle choice. I absolutely detail out my worlds. I don't want a player coming in saying they want to worship some god that doesn't exist in my setting. I want that player to say "Give me your list of Gods and what they expect from their clerics?" or if even more clueless about my style they might ask "How does cleric power work in your campaign?"</p><p></p><p>As a player a DM who doesn't have a good grasp on his world is one I don't want to play with in a campaign. I despise those constantly making everything up on the fly. Why? They can't do it well. It becomes trite and formulaic real fast.</p><p></p><p>This is why I like to have a PC / DM interview before even session zero. They tell me in an abstract way the type of character they want to play. I show them some options in my world. We make it fit. If the player says he wants to play something that doesn't fit at all then I suggest he think of another idea for this campaign and save that one for another campaign. Maybe a future one I run but maybe another DMs.</p><p></p><p>edit: type fix</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9506802, member: 6698278"] There is a difference between absolute authority, though I'd say final authority, and someone who can't be questioned at all. Yes the DM cannot be overridden by the players. The players do have the ultimate veto though. My analogy is a store owner. You can't demand I carry a product but you can not shop at my store. Actually, I've seen DMs save games from bad players. Maybe they weren't super bad but they were bad and the DM kept them inside the lines. I've never seen a game survive a bad DM. Well that is absolutely a playstyle choice. I absolutely detail out my worlds. I don't want a player coming in saying they want to worship some god that doesn't exist in my setting. I want that player to say "Give me your list of Gods and what they expect from their clerics?" or if even more clueless about my style they might ask "How does cleric power work in your campaign?" As a player a DM who doesn't have a good grasp on his world is one I don't want to play with in a campaign. I despise those constantly making everything up on the fly. Why? They can't do it well. It becomes trite and formulaic real fast. This is why I like to have a PC / DM interview before even session zero. They tell me in an abstract way the type of character they want to play. I show them some options in my world. We make it fit. If the player says he wants to play something that doesn't fit at all then I suggest he think of another idea for this campaign and save that one for another campaign. Maybe a future one I run but maybe another DMs. edit: type fix [/QUOTE]
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