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<blockquote data-quote="Oofta" data-source="post: 8925167" data-attributes="member: 6801845"><p>You've been lucky. But it's not even just the people that want to bend the game to their will, it's about the role of the DM in D&D. In D&D the DM is explicitly the referee. They make the final call on all sorts of things. That does not mean they rule with an iron fist, it just means that as a DM I have to think about what <em>everyone</em> at the table will have the most fun with. Yes, that includes what I, as DM, will have fun with. The DM decides the fiction of the world, what characters are capable of outside of what is explicitly stated in the rules.</p><p></p><p>A lot of DMs will make the decision about the type of campaign and the shared expectations of that campaign world with the players when they start a campaign. I'm a bit different from some in that I run campaigns in my own homebrew world, so how a lot of things work have already been established. I suggest alternate campaigns occasionally (a Weird West or Space Fantasy game for example) now and then but the players like my sandbox and I have fun with it so we stick with it.</p><p></p><p>Games have rules, both the rules written in the book and the too often unspoken social contract of the group. The buck has to stop somewhere on what is acceptable and what is not. In D&D, the buck stops with the DM and that's worked pretty well for going on half a century. I don't see a reason to change it. If you want to have an anything goes campaign, go for it. If you think the authority of the DM should change, justify it with something other than "because I said so" or "DMs that make the final call are tyrants".</p><p></p><p>Oh, and a monk is not a superhero speedster. They cannot create a Flash tornado*, especially since they aren't even running as fast as Usain Bolt in 5e; in some editions they may have been slightly faster. The Flash, depending on writer, can run at least Mach 4 while other incarnations have him running faster than the speed of light.</p><p></p><p><em>*I also find Flash tornados and that weird "I twirl my arms and somehow create a blast of wind" monumentally stupid in the first place, because it makes absolutely no sense physically. But that's a different story and I accept it because it's comic book superhero magic. In other words, the ability to manipulate air is not solely because they're moving fast it's just another supernatural ability speedsters can use while moving very fast.</em></p></blockquote><p></p>
[QUOTE="Oofta, post: 8925167, member: 6801845"] You've been lucky. But it's not even just the people that want to bend the game to their will, it's about the role of the DM in D&D. In D&D the DM is explicitly the referee. They make the final call on all sorts of things. That does not mean they rule with an iron fist, it just means that as a DM I have to think about what [I]everyone[/I] at the table will have the most fun with. Yes, that includes what I, as DM, will have fun with. The DM decides the fiction of the world, what characters are capable of outside of what is explicitly stated in the rules. A lot of DMs will make the decision about the type of campaign and the shared expectations of that campaign world with the players when they start a campaign. I'm a bit different from some in that I run campaigns in my own homebrew world, so how a lot of things work have already been established. I suggest alternate campaigns occasionally (a Weird West or Space Fantasy game for example) now and then but the players like my sandbox and I have fun with it so we stick with it. Games have rules, both the rules written in the book and the too often unspoken social contract of the group. The buck has to stop somewhere on what is acceptable and what is not. In D&D, the buck stops with the DM and that's worked pretty well for going on half a century. I don't see a reason to change it. If you want to have an anything goes campaign, go for it. If you think the authority of the DM should change, justify it with something other than "because I said so" or "DMs that make the final call are tyrants". Oh, and a monk is not a superhero speedster. They cannot create a Flash tornado*, especially since they aren't even running as fast as Usain Bolt in 5e; in some editions they may have been slightly faster. The Flash, depending on writer, can run at least Mach 4 while other incarnations have him running faster than the speed of light. [I]*I also find Flash tornados and that weird "I twirl my arms and somehow create a blast of wind" monumentally stupid in the first place, because it makes absolutely no sense physically. But that's a different story and I accept it because it's comic book superhero magic. In other words, the ability to manipulate air is not solely because they're moving fast it's just another supernatural ability speedsters can use while moving very fast.[/I] [/QUOTE]
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