There are rules for a reason and sometimes the best thing you can do as a DM for the long term health of the campaign is say no. <snip>No DM can be the right DM for all players, not all players are right for the group. <snip> Well for one, quite frequently it's just one person with a strong personality trying to get their way.
Literally no one has disputed the first two, AFAICT. The latter is literally not what we're talking about. (Giving one response to save space.)
If it's happening all the time? Then yeah, that could be a problem. To be honest I've never seen that except for people that shouldn't be DMing in the first place. But this is also a strawman to a degree, the rest of my table thought the monk was being an idiot.
"Strawman" only applies if the argument is a fake
set up to criticize you. If we're operating from an asked hypothetical, or from a story where you didn't
tell us everyone else thought the monk was being dumb, it's not a strawman.
More importantly: It's nice to see you recognize that bad-faith DMing actually does occur, and actually can be a problem. I just have a lower tolerance for it, it seems.
First, it's simply a matter of time and flow of the game.
Improvisation is a vital DM skill. Why not exercise it with these rulings as well?
A lot of people simply don't care and they'll go with whatever option is the easiest socially. <snip> You can get situations where people simply don't understand how the game works.
The go-with-the-flow-option in D&D is to listen to the DM, not one "strong personality" player, so I don't see the relevance. If the players don't know how the game works, that's an error that should be corrected. The players
should know how the game works when they play it!
Players think from their perspective and what will be good for the PCs at the moment.
Your anecdotes are nice, but fail to be more than that. And, as stated above, if you're going to ask that we assume good faith on the part of the DMs in these scenarios, please assume good faith on the part of the players. Asking to have infinite resources or instantly win is bad faith in almost anything.
Last, but not least there are many times when the DM simply understands the rules better than most of the people in the group. A lot of players are quite casual about the game (I know, shocking!) and don't really understand how the rules work or interact with each other.
While I accept that casual players are a thing, and should be worked with, at least a
fundamental understanding of the rules should always be a goal for every player. And whether or not the DM is more rules-experienced is both (1) only true some of the time, and (2) irrelevant to the vast majority of
good-faith player requests.
Obviously a DM should try to reach consensus, I just don't remember many times when there was such a clear line.
You may be surprised to know that others' experience differs. Mine, for example--on both sides of the screen.
So what's to stop the player from doing the same thing to the BBEG? Just make up a narrative where they win?
Being respectful, good-faith players. C'mon man, you got openly frustrated with people ascribing bad faith to DMs in the race-options thread.
P.S. Of course both sides should treat each other with respect.
Then why even ask the opening questions? Those are not things you ask if you're treating your DM with respect.
I was thinking about it and I have a confession to make. I have no idea what people mean when they say "Ultimate Authority". I mean, there's a whole range of things that can be done and I separate bad DMing as a separate category. People should treat each other with respect, what people have to say should be heard and so on.
As far as I'm concerned, "Ultimate Authority"--
especially when capitalized thus, giving it extra emphasis--SPECIFICALLY means NOT treating others with respect, NOT hearing what they have to say, and NOT taking any form of criticism or discussion. I mean, we literally have
in this thread a person saying that any player dispute that doesn't immediately evaporate when the DM says "no" is
toxic. That's a pretty big red flag for "you don't actually respect my thoughts or opinions, and you don't trust me to behave appropriately if given any leeway."
But I do think the DM is the referee and makes the final call. There's nothing wrong with a DM establishing the campaign world and it's restrictions. If nobody is interested in the campaign you change direction. So what's the difference between "Ultimate Authority" and "Referee that creates the campaign world people will be playing in"? Is there one?
Respect of player views, and in particular, the possibility that the player might have an idea in some way "better" than the DM's; actively seeking to meet in the middle whenever possible on disputes; actively facilitating player goals and engagement; and trusting that, barring meaningful evidence to the contrary, the player's requests are made in good faith to try for a more enjoyable game experience for everyone, rather than assuming any player is inherently coercive or abusive.
As stated above: "Ultimate Authority" communicates to me "I claim absolute authority and zero responsibility, and if you don't like that for any reason whatsoever, I have some choice words to treat you with before summarily booting you." Cooperative authority values consensus, diplomacy, compromise, and facilitation, and recognizes that a positive social experience means certain requirements due to respect, appropriateness, decorum, trust, etc.
So what's the difference in actual game play?
As far as I'm concerned, you're pretty much NOT acting as an "ultimate authority" here. Yes, "ultimate" can be a synonym for "final," but it can also have other meanings--and I had assumed those other meanings (transcendent, supreme, categorical, and, yes,
absolute) were very much intended alongside "final," particularly because people kept capitalizing it. Hence why I said you can fork "final say" apart from "Ultimate Authority," because work-a-day final authority and truly unsurpassable authority aren't equivalent.
Now, aside from the above, I DO think you are at least a little overprotective of the world you've established, from the way you've described how you do things. But I'm also of the opinion that exclusively playing in the same campaign world for 20+ years is...maybe not "unhealthy," that has judgmental implications I'd rather avoid, but...I guess "inhibiting"? It discourages a wide variety of opportunities for improvisation, and (IMNSHO) runs far, far too great a risk of Elminster Syndrome or Lord British Syndrome By Proxy. These names are tongue-in-cheek, of course, but I do really mean some serious concerns by using them. That is, invincible (but inactive) retired characters (Lord British), or stupidly powerful and meddlesome ones (Elminster).
Perhaps it's because of generational differences, or maybe our brains are just wired differently, but I'd lose my friggin' mind if I tried to squeeze 20 years of gaming out of a single campaign world, no matter how richly-detailed it was.
And DONE. There. Responded to like, two dozen posts. Hopefully didn't crush anyone beneath TOO large a wall of text along the way.