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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Oofta" data-source="post: 9514416" data-attributes="member: 6801845"><p>I assume practically everyone that has DMed D&D, even those who think the DM who said no to the Odin request "missed an opportunity", have a line they would not cross. An extreme example of course would be something like the player that says they call up their buddy an ancient dragon who just happens to be invincible and immune to all spells to destroy the enemy city. Basically the fantasy equivalent of a tactical nuke.</p><p></p><p>You can say "A player would never do that", but I have had players that pushed the boundaries just to see what would happen. If I never said no, the player admitted they would have just kept escalating. Even in the dragon scenario if the DM said the cost was that they become a dragon snack, some players would still go for it. Either out of a sense of noble sacrifice or because they wanted to play another character anyway.</p><p></p><p>So to me, much of this is just where you draw the line, when do you set limits. How much lore and setting detail can a player add and when? What limit is there to the actions they take and who decides the result?</p><p></p><p>But maybe there are some DMs that literally "Always say yes." I've just never had one and don't see how it would work for a D&D game in the long run unless of course there was some predefined limits. Maybe a verbal agreement or, I don't know, rules written in a book.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9514416, member: 6801845"] I assume practically everyone that has DMed D&D, even those who think the DM who said no to the Odin request "missed an opportunity", have a line they would not cross. An extreme example of course would be something like the player that says they call up their buddy an ancient dragon who just happens to be invincible and immune to all spells to destroy the enemy city. Basically the fantasy equivalent of a tactical nuke. You can say "A player would never do that", but I have had players that pushed the boundaries just to see what would happen. If I never said no, the player admitted they would have just kept escalating. Even in the dragon scenario if the DM said the cost was that they become a dragon snack, some players would still go for it. Either out of a sense of noble sacrifice or because they wanted to play another character anyway. So to me, much of this is just where you draw the line, when do you set limits. How much lore and setting detail can a player add and when? What limit is there to the actions they take and who decides the result? But maybe there are some DMs that literally "Always say yes." I've just never had one and don't see how it would work for a D&D game in the long run unless of course there was some predefined limits. Maybe a verbal agreement or, I don't know, rules written in a book. [/QUOTE]
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