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D&D General DM Authority

DM-ing 5e is fine, but being a player controlling a PC is more fun.
I find the opposite to be the case, but a lot of that is probably because I am very much my own ideal DM. ;-)
I dig it too, but once the foundations are laid, it is all about the exigent alterations that happen through play. The more empowered, the more the Players own the world and story, the more exigent developments there are.
I think we're talking about roughly the same thing/s, here. I'm looking at establishing scenarios that build on things that have happened earlier. Also, even leaving aside the intentionally-blank spaces, my world isn't complete.
If a DM, can state.."The barkeep, is actual your Mother's Brother"...I also want the player to feel empowered to say: "The barkeep is my Uncle".
I'm less comfortable with this, because I find it's harder for me to keep track of things the players invent/add than to keep track of the things I add.
I don't want a player to say "I wish the DM would give me a Vorpal Sword".
I, would rather the player say "I want a Vorpal Sword, and I start researching the legenendary Feathered Illuminatus, whom is reputed to answer any three questions".
What happened in one of the games I'm running is kinda between the two: "I want [specific item]. what goes into that?" Since (I hope) I'm going to be running other campaigns in the same setting, I'm happier establishing things like that myself rather than the players (who may not play in another campaign in the setting).
 

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You say "Hey other players....is making a speed tornado something this character can do?" and they all agree with you that there is nothing even remotely in the rules that says it's possible. Then you move on with the game with a consensus.

Same as with knowing everything ever because Odin told you.

Are you playing DnD with 8 year olds that can't figure out the rules of the game?

Run the game the way you want. I'm not going to put other people sitting at the table into the position of saying "no", it's not fair to the other players. If you don't understand that, I can't help.
 

I think those who are more concerned about "speed and flow" will be more willing to talk outside the immediate moment. Those who see any questions (my understanding of "lese majesty" as you're using it) as threats will not. Maybe player attitude/phrasing will make a difference in some cases.

To a degree. But, well, its really easy for a question not dealt with at the moment to also get swept under the rug, sometimes for reasons that are not malign in intent (its the end of the session so they don't do it then, the next session is two weeks on and everyone wants to get started, so on, so forth). And of course if its a one-off ruling there's the simple business that its applicability is come and gone.
 

What can I say. I think throwing around words like "earn", "owed", "toxic" is a bit hyperbolic. If I join a game the DM is assumed competent until proven otherwise. Otherwise I wouldn't have joined the game. I'm not owed anything, even if the DM is running a game that isn't worth my time.

I'm perfectly willing to call some game group interactions toxic. They would be in any other social sphere, so why not there.

As to "owed and earned"...when there's a top down authority assumption in the GM's role, I absolutely thing there's an assumption about what the GM is "owed"; otherwise there wouldn't be so much strong reaction about players having the nerve to argue with the GM so frequently.
 

Run the game the way you want. I'm not going to put other people sitting at the table into the position of saying "no", it's not fair to the other players. If you don't understand that, I can't help.
Then there is the origin of a lot of disconnect in understanding other people's opinions about consensus.

I would counter you by asking you to look at it this way....

Is it more "fair" to have your idea shot down by one person or to have it shot down by a majority of persons?

I come at this from a position of playing a lot of boardgames. In that scenario you HAVE to come to consensus and the "fair" way to do that is to remove the two disagreeing parties and have the rest of the table vote for how they think it should go. This way the game works the way a majority of the table thinks it should. If it's a tie ..then you bust out the Die of Chance and let it decide.

I'm not sure why you see asking the fellow players to give their opinions as a social no-no or a burden to them.
 

Ha freakin' ha.

This is a red herring. Bad DMs will be bad DMs. Nobody has said that DM authority extends to controlling PCs.

It wasn't supposed to be a red herring, just an apparently failed attempt to bring a bit a levity into the conversation by coming up with such an extreme concept that no one could take it seriously - which, apparently, people have...
 

Sure it does: the GM's power to punt said person out of the game.
It doesn't surprise me at all to see a comment like this from somebody who has so consistently, for so long, occupied a dug-in position on the correct way to play D&D.
 

I'm perfectly willing to call some game group interactions toxic. They would be in any other social sphere, so why not there.

As to "owed and earned"...when there's a top down authority assumption in the GM's role, I absolutely thing there's an assumption about what the GM is "owed"; otherwise there wouldn't be so much strong reaction about players having the nerve to argue with the GM so frequently.
If you're literally arguing with the DM I don't want you at my table whether I'm the DM or not. When I join a game, I accept that the DM has final authority. It's a game. If the DM doesn't work for me I walk.
 

It wasn't supposed to be a red herring, just an apparently failed attempt to bring a bit a levity into the conversation by coming up with such an extreme concept that no one could take it seriously - which, apparently, people have...
Oops. Never mind!

Yeah, tone doesn't always carry and unfortunately there are some people would say something like that seriously.
 

Okay so, this post has gotten enormous, even with strong effort to keep things short. So I'm breaking it up into pieces. This will mean later posts (such as your reply to me, Oofta) will be delayed. I can see no other way to keep things short.

The DM should be facilitating play, not constricting it. This does not mean that rules should be completelty discarded at every turn, but the DM should try his best to allow their players to do what they want to do within the framework of the rules.
100% agreed. My DM style is about maximum player facilitation within the limits of the rules. Hence, dig down into what players really want, and find a way to give it to them without giving up what you want.

Yes, though quite likely with different players[....] That said, I hope I'd be a better judge of who to invite[....]
Sure, but the question's only interesting when something has gone wrong, and anything vaguely "bad faith"-y instantly gets shot down. What else is there to examine the limits/challenges of "absolute authority"? If you guess right to begin with, if you're always copacetic with your group, you'll never have any issues; questions arise when you AREN'T copacetic.

IME players far more often disagree with rulings (or rules) that are to their characters' disadvantage; and after listening to what they say I-as-DM then have to try to assess whether the disagreement is a legitimate issue or just an attempt to make things easier on their characters. If it's a legitimate issue, or they can show me it's legitimate, discussion continues and I'm open to suggestions. Put another way, maybe it's losing traction because players feel more entitled to disagree?

My take - with which not everyone will agree, but that's nothing new :) - is that this is a result (in D&D at least) of more and more mechanics and rules being moved to the player-side as the editions have gone along, thus causing players to see a lot more of what's under the hood.
Ironically, I agree, on all counts, save your use of "entitled." I dislike the word's implied judgment. I prefer "empowered" or "enabled."

That almost immediately verges into telling other people what to play and-or how to play it, which is a powderkeg with a lit fuse. Hard no, thanks. :)
So, it's okay to tell people what not to play, but not okay to tell them what to play? Not sure why that flies.

First question: why is a player even trying to singlehandedly introduce something on the scale[...] Second question: if this player can add in his own kingdom, do the other players then have to be offered the same opportunity? (in the interests of fairness, I'd say this is essential) Third question: where does it go from there?
1. Char's gotta come from somewhere, and no offered option quite fits.
2. Sure, though parsimony is good. If we must presume good-faith DMs, presume good-faith players, please.
3. Only as far as reasonable consensus permits.

Setting, particulary on the large scale, is the purview of the DM.
I don't see mooting the basics of a city-state or relatively small (for the campaign's scope) region as all that "large scale." This isn't players inserting gunpowder into a Sword & Sandal game, nor doubling the size of the known world. Again: if you expect us to assume good-faith DMs, I ask that you assume good-faith players who recognize that extravagant requests are inappropriate.

e) It's a subtle power play by the player to test how easily the DM can be swayed and-or what the DM will put up with.
f) It's an overt power play by either the DM (to take or assert authority) or the player (to reject or deny the DM's authority).
Man, you really are quick to ascribe bad-faith behavior to players. Why?

I don't want to shut down Lorenzo's player for trying something creative, but I don't want to make Alice's character redundant either. Sometimes this can be a real tightrope walk. :)
Aye, it can.
 

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