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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="EzekielRaiden" data-source="post: 9506810" data-attributes="member: 6790260"><p>What, exactly, is that difference?</p><p></p><p>Because I had always been under the impression that an absolute and final authority was by definition one that cannot be questioned. Being open to being questioned is specifically the thing that makes an authority non-absolute.</p><p></p><p></p><p>The player has to be willing to play ball. At some point, you have to hit somewhere where they're willing to engage in good faith. If you genuinely have someone who <em>refuses</em> to engage in good faith, it is not possible to work with them. Period. Doesn't matter whether they're players or DMs.</p><p></p><p>You cannot on the one hand say that the rules can't protect you from a bad DM and then also say that the rules can save you from bad players, <em>even if that rule is rule zero</em>. You can't have it both ways.</p><p></p><p></p><p>So, where exactly do player choices come in, when you already know everything the world could ever possibly contain?</p><p></p><p>There is a vast difference between being <em>flexible</em> and leaving yourself room to improvise <em>when needed</em>, and never planning anything, exclusively flying by the seat of your pants. The middle is feeling deeply excluded here.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9506810, member: 6790260"] What, exactly, is that difference? Because I had always been under the impression that an absolute and final authority was by definition one that cannot be questioned. Being open to being questioned is specifically the thing that makes an authority non-absolute. The player has to be willing to play ball. At some point, you have to hit somewhere where they're willing to engage in good faith. If you genuinely have someone who [I]refuses[/I] to engage in good faith, it is not possible to work with them. Period. Doesn't matter whether they're players or DMs. You cannot on the one hand say that the rules can't protect you from a bad DM and then also say that the rules can save you from bad players, [I]even if that rule is rule zero[/I]. You can't have it both ways. So, where exactly do player choices come in, when you already know everything the world could ever possibly contain? There is a vast difference between being [I]flexible[/I] and leaving yourself room to improvise [I]when needed[/I], and never planning anything, exclusively flying by the seat of your pants. The middle is feeling deeply excluded here. [/QUOTE]
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