This came up on another thread, but there's a lot of things going on over there so I thought I'd repost.
How do you view DM authority? Some people say that they feel that "DM as ultimate authority" is outdated, but what does that really mean? According to the rules, the DM is the final arbiter of the rules, the guy who makes the final call.
From the PHB
From the DMG:
In games I've run or played in, the DM makes the final call on rules. They come up with the campaign world and broad campaign, decide restrictions and house rules.
Gathering feedback is typical and if someone challenges or requests a change the answer can be anywhere from "Yes", "Cool idea, let me think about it", "What does everyone else think?" to "No, but here's what we can do" to "No". Ultimately the DM makes the final decision. The actions of the PCs are up to the player with exceptions like some groups not allowing evil characters, no PVP or of course dominate and similar. In my campaigns PCs can and do have lasting impact through their actions.
So for those that say they don't believe in DM as ultimate authority, what does that mean? Conflicts on rules and rulings always come up now and then how do you handle it if the DM doesn't have final say?
I'm not saying that any style of game is right or wrong, it's just that I have never seen a game in real life where the DM did not have the final say. Which isn't to say that the games aren't collaborative, they are, at least to a degree. But in my experience the DM simply has to be the referee at times.
How do you view DM authority? Some people say that they feel that "DM as ultimate authority" is outdated, but what does that really mean? According to the rules, the DM is the final arbiter of the rules, the guy who makes the final call.
From the PHB
One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee.
From the DMG:
A Dungeon Master gets to wear many hats. As the architect of a campaign ... as a referee, the DM interprets the rules and decides when to abide by them and when to change them.
...
The D&D rules help you and the other players have a good time, but the rules aren’t in charge. You’re the DM, and you are in charge of the game.
In games I've run or played in, the DM makes the final call on rules. They come up with the campaign world and broad campaign, decide restrictions and house rules.
Gathering feedback is typical and if someone challenges or requests a change the answer can be anywhere from "Yes", "Cool idea, let me think about it", "What does everyone else think?" to "No, but here's what we can do" to "No". Ultimately the DM makes the final decision. The actions of the PCs are up to the player with exceptions like some groups not allowing evil characters, no PVP or of course dominate and similar. In my campaigns PCs can and do have lasting impact through their actions.
- Specific game rules: take (random thing that has come up based on text that could be interpreted multiple ways) Heat metal. If cast on armor player says "they are at disadvantage as long as I maintain concentration". DM says "the way I interpret it, the target gets a con save every round to see if they're at disadvantage". Or even the DM banning/modifying the spell.
- Player disagreeing on power level: Similar to specific game rules, the player says they're chosen of their god so their god helps out in ways that are not indicated by the rules.
- Playable options: player says they're playing a tortle. DM previously said what races are allowed and tortles aren't on the list. Does it matter if the rest of the group is happy with the list the DM came up with?
- World building: player points to a spot on the map and makes up a kingdom and story. DM says that conflicts with previous lore or doesn't fit the campaign such as a highly technologically advanced civilization in a low technology world.
- Player wants to play a gunslinger with 6-shooters in a world where guns don't exist. Multi-shot auto-loading hand crossbows are also not a thing (at least at lower levels).
So for those that say they don't believe in DM as ultimate authority, what does that mean? Conflicts on rules and rulings always come up now and then how do you handle it if the DM doesn't have final say?
I'm not saying that any style of game is right or wrong, it's just that I have never seen a game in real life where the DM did not have the final say. Which isn't to say that the games aren't collaborative, they are, at least to a degree. But in my experience the DM simply has to be the referee at times.