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D&D General DM Authority

She can't, her powers are limited by the Constitution. She holds no other legal, moral, or religious right to reclaim control of the government.
Again, technically, she could ignore the Constitution and reclaim her absolute power...technically!!! That's what a Constitutional Monarchy is, a Monarchy that is limited in power by a Constitution. The fact that it would be pretty much impossible for the Monarch to take back their absolute power is beside the point.
 

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Again, technically, she could ignore the Constitution and reclaim her absolute power...technically!!! That's what a Constitutional Monarchy is, a Monarchy that is limited in power by a Constitution. The fact that it would be pretty much impossible for the Monarch to take back their absolute power is beside the point.
In the same sense that the proletariat could “technically” seize the means of production in a violent revolution, sure. That doesn’t make Canada a socialist state. The hypothetical ability to seize power is not itself power.
 

In the same sense that the proletariat could “technically” seize the means of production in a violent revolution, sure. That doesn’t make Canada a socialist state. The hypothetical ability to seize power is not itself power.
Never said it was.

Perhaps instead of derailing this thread with political discussion you should start a new thread about that subject. As political theory is a thing I love discussing perhaps I will join that thread. Political Science is my favorite subject!
 

Never said it was.

Perhaps instead of derailing this thread with political discussion you should start a new thread about that subject. As political theory is a thing I love discussing perhaps I will join that thread. Political Science is my favorite subject!
Dude, you’re the one who brought up Canada’s constitutional maonarchy. All I did was apply your “technically the Queen could seize power” logic to a different group that could “technically seize power” to illustrate why it was a silly argument.
 

I mean, presumably you read or listened to my pitch, and either agreed you wanted to play in the setting, or made a different suggestion.

The same argument still stands. Five of the six players wanted me to DM. Five of the six players wanted to play in my setting. Five of the six players wanted to play in the material plane. Five of the six players wanted Genasi to be a playable option. And five of the six players were unwilling to work with me to figure out how their Genasi characters fit into my setting’s material plane despite not being native to it. That’s the hypothetical you’ve proposed to me. I’m sorry, but I don’t think it would be unreasonable of me not to be willing to bend on all of those positions when they players are not willing to bend on any of them.

Okay, lets talk practicality here. This is about creating a Genasi character, so we are clearly in session 0.

So, in your pitch before session zero, do you really give every salient detail of your entire setting? I doubt it, your "pitch" was probably far smaller, and probably focused on the campaign goals. Something like "I want to a game focusing on the PCs building a stronghold in the wilds of my world, vying for power and control against other forces."

So, yes, the players agree that sounds like fun. They like that idea.

Session Zero comes around, and one player has an idea for a Genasi born in the material plane, and before you can interject, the idea spreads like wildfire, and they are pumped. And when you tell them the idea doesn't work, because the Genasi can't be born on the Material plane, they ask you to change that.

They still want to play your campaign, they are still cool with a lot of your setting, but as a group they've decided that this is a cool idea and they want to explore it.


Now, notice how all this plays out?

You pitched the campaign idea to them, meaning that at some level, you want them to play. Maybe they want you to DM as well, but they didn't come to you with a campaign idea and ask you to run it, you pitched to them.

You pitched your setting. They didn't say that they wanted to play in your setting, that was just what you offered, and they were willing to concede that point. After all, it is your setting, and there might be elements of your plot that require pieces from that setting.


So, we are halfway through this list you created of what the players wanted.... and it is more likely all about you. Maybe your expeirence is wildly different than mine, but I don't often have people walk up to me and ask me to run a DnD campaign in my homebrew setting for them. Usually I go to them.

Which means, before session 0, before anything, just from the pitch, the players are compromising with the DM. They are listening to the DM say "Hey, I've got an idea, I think you'll enjoy it. Let me use my world and give me 4 hours of your day for months on end, and I think we can have fun" So, the players already conceded to the DM. And you are using that fact as a bludgeon to demand that they must concede further.

After all they agreed to let you DM. They agreed to let you use your homebrew world. Therefore they must agree to your other restrictions.

Can you see the problem with how this is playing out?

I do not claim the DM has unilateral authority. The DM is the arbiter of the rules, and often the curator of the setting. D&D is also a group activity, and navigating it therefore requires consideration for the other participants. And yes, that means the players can collectively decide not to support a DM’s rulings or creative decisions. These statements do not contradict each other.

And yet, you, Abeir-Toril I think, Lanefan definitely. All of you said you would either override the group or leave.

You aren't claiming unilateral authority... but if the players collective decide to not obey your authority, you're out.

And again, in my experience as a DM and as a player, it is the DM going out and recruiting people, not the other way around. One time I had people come to me and ask me to DM. And that was a long time friend whom I had gotten into DnD, but because of scheduling conflicts he had never had me as a DM.

So, you go to them, you want them as players, but if they overrule you, you go and find other players.

All what talk of the DM’s absolute authority? The only people I see claiming the DM has absolute authority are the anti-DM authority crowd.

Here and there in this thread, and this entire thread spawned from another thread where that conversation was far more prevalent.

We are bringing it up, because it was the heart of the disagreement last time. Heck, go read the OP again, Oofta very clearly asks "So for those that say they don't believe in DM as ultimate authority, what does that mean?" or some variation at least twice.

Which was quickly followed by people saying that yes the DM has authority to do what they want.

It isn’t. DM-as-Referee is in fact the very language of the pro-DM authority crowd.

I’m getting the impression you’re more opposed to the word “authority” than to the actual positions the people who say the DM has final authority espouse.

Or maybe you are confused on the role of a referee.

A referee in football doesn't make the rules. They don't chose the teams of players, they don't decide how the stadium is designed. They are only there to settle rules disputes.

The DM has the full authority (for some) to decide what races and classes their players are, they chose the world, they control everything in that world, they decide how everyone reacts, they even get to decide whether or not your action succeeds or fails. Remember, you only roll the dice if the DM tells you to, if they say you failed, you failed.

At the far end of the spectrum, perhaps a position no in this thread is actually taking but we have to be aware of it, the DM controls nearly every aspect of the game. Location you meet, time you meet, who you are playing with, all of it.


Sure, maybe people aren't taking it that far, but you yourself sees asking players to play in your game as them asking you to DM. You might be willing to bend on a racial choice, but you still want it acknowledged that you have the full authority to not bend, especially since the players are being so unreasonable and not bending.

In fact, while perhaps it was missed in the flood of posts, not a single person in this thread, said that they would change a ruling if the group disagreed with the DM. You gave multiple possibilities, but you would definetly seem to be salty about them breaking faith with you. Lanefan keeps insisting he needs context to understand why the group wants the ruling, because if it isn't a good reason, he'll tell them no that his ruling stands.

No one said they would follow the will of the group. Not a single person. They did say they would break up the group and find people who would follow their will though.

Because D&D is asymmetrical and those games are not. D&D is designed for one player to control the environment and the other players to each control a single character within that environment.

Okay, but there are asymmetrical board games too. And actually, wouldn't these issues be worse in symmetrical games? People have talked about how players will cheat, or bend the rules to benefit only themselves. In a symmetrical game where everyone is of equal authority, wouldn't that be even worse?

But it isn't. So, why are we laboring under the assumption that the DM needs authority to prevent the players from cheating? Which to remind you, was exactly the type of example you gave early on in this thread. Post #41 by my count.


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It's not the players' job to outright cheat - I'd never in my life promote that!

It is, however, clearly in their interests to advocate for rules favourable to the PCs and to seek out advantageous loopholes in the rules that already exist. It then falls to the DM to push back against that advocacy when it goes too far, and to close loopholes either before they're discovered or as soon afterwards as possible.

You really needed to read my post more closely then. Some of the people I have been responding to have immediately gone towards various ways of cheating. The example that brought me into this thread was that if the players had equal authority to the DM, the player wold simply declare that they have the key that unlocks the door ahead of them and unlock it. That came from Charlaquin.

Oofta has quite often in this thread talked about a player demanding that they run so fast they create a tornado. Or a character who was so intimidating that everyone was immediately scared of them no matter what. Or a player who made sure the number they wanted was on top and then dropped their oversized d20 so it landed on the value they wanted.

Jack Daniel asked if we were okay with the players memorizing monster stats, something many older DMs would view as cheating.

At one point, I believe in the other thread, the idea of players having some control got taken to the point of them declaring themselves immune to damage, and refusing to change their hp.

Seeking to change the rules to be more favorable to the players? Purposefully looking for loopholes that are clearly not intended for the sake of eking out an advantage? How are those much different? I guess they aren't "Breaking the rules" but they are clearly doing things they and the DM both know they are not supposed to do.

And a lot of people are putting forth that the only way to reign in these players, is for the DM to have the most authority, to be able to kick those players, and insist based solely upon their role, that their preferences are the ones being met.

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Authority as DM doesn't mean "what I say goes, always!".

snip

The DM's final word sets the course of the entire game.

Think about how you started your post, and how you ended it. Because you contradicted yourself.

And, what is the player solutions you present?


It means that the DM is the arbiter of the fiction, and gets to choose what happens in it. Bad DM? Move to another group. Don't wanty to play only humans? Find another DM. Unhappy with a DM's ruling? Either debate it or simmer in eternal wrath.

It's not a question of the DM being the ultimate authority, it's a question of the role of the DM, as Game Master and bender of the rules. It's perfectly reasonable to expect the DM to tell you what kind of game they're running, and to expect that the DM will be willing to take player input, but all of these things don't imply player control of the narrative or the rules.

Is the DM bad? Leave
Want to play something they don't like? Leave
Unhappy? You can debate it, but their word is final, so they don't have to listen to you. Or you can leave.

What is expected of the DM? They will inform you of their decisions. Oh, they might deign to take input, but they don't need to. And if you don't like it? Leave.

Because the DM has control of the narrative and the rules, and their word is the final say.... but they that doesn't mean that what they say goes... because you can just leave?

Are you seeing the confusion here about how you give the DM the power to control everything, present leaving the game as the only solution, and yet want to say that it isn't "what the DM says goes, and that's that?
 

That's putting the cart before the horse, assuming there is any "social suppression". I also disagree, groups can be dysfunctional for a lot of reasons including a player that dominates the game even though they aren't DMing.

I can only relay what I've seen. When there's a problem player there can be some feedback from other player but eventually it's up to the DM to deal with it. It's happened in games I've been involved with when I was just a player and when I was a DM. Without the DM there is no game, the DM can choose to not include the player in future games.

Ideally it would never get to that point, but then again if wishes were horses we'd probably be knee deep in horse crap.

Why? Legitimately and seriously, why?

Look, I take up that burden most of the time. But there was one time I didn't.

The one and only time I was asked to run a game, instead of me asking them, I told my friend that I would run it. But he needed to find the players, and he needed to deal with scheduling conflicts, and he needed to find us a place to play.

He wanted the game, so he could put in the legwork to make it happen. There weren't any major personality disputes, but if there had been... why should it fall to me to handle them? Again, usually I do. Usually I take on the role of mediator and scheduler and location finder and a dozen other things. but why am I required to do those things? Why must it be me, if I'm the DM?

No other activity with a group of friends works this way. No sports team works this way. No movie production works this way unless it is incredibly small.

So why does DnD work this way?


That's not what I said or even close. As a DM if there is a problem player, I'm not going to make other people resolve the problem for me.

Sure, but problem players aren't the only thing we were talking about.

Rules confusion was a thing we were talking about
Setting lore was a thing we were talking about.

We were talking about a lot of aspects of DMing, but people keep coming back to one of two positions.

1) I am the DM and I control this

2) There are problem players and as the DM I need to handle them

A rules dispute is not necessarily involving a problem player. The setting choices, races ect don't neccesarily involve a problem player. So, how is empowering players to speak up in those moments forcing them to deal with a problem player?
 

When I was running LFR game days, we had a group of players that would always want to sit together. We called them the "rules lawyer cheese weasels group" because they would exploit every nook, cranny and vague wording out there to their advantage. They also always chose to game with the DMs that didn't have as firm a grasp on the rules or that were easily bullied.

So to say that all players will always want or vote for balanced and fair rules is, IMHO, male cow poo. The other problem is that it only takes one or two players with that attitude to be the loudest voices at the table. If everyone including the DM likes this style of play there isn't a problem. Personally I would not and we've had other threads where people were on the verge of quitting DMing because of similar issues.

Bad Dms are Bad
Bad Players are Bad.

Assuming all DMs are bad is offensive to the other side,


So why do we keep assuming vast swaths of the player base are bad?

I mean, congrats, you know a couple of bullies. But why are we insisting on tight control of EVERYONE because they might be a bully?
 

This, exactly 1000%

There is a tone and possibly an attitude I've been seeing a lot on these forums, and with certain youtube DnD celebrities, that the players are a problem the DM controls.

I'm going to step in a little on this and suggest there's some reasons for this.

First premise: people can be problematic. Players, GMs, it doesn't matter.

But there's some practical issues that make a lot of GMs develop the attitude they do that is not unfounded. In a lot of cases, a given GM will encounter far more players in his gaming career than a given player will encounter GMs. I'd argue that hitting a bad GM often has more long-term impact on a player (including some bad habits he may carry along for the rest of his gaming life), but its still more possible for a player to rarely hit a terrible one than a GM unless he's lucky and rarely rotates through players.

Second, while blindspots can exist in both directions (there are absolutely GMs who do not understand how things look from the players' POV, and even ones that do sometimes can't extract the difference from people who only play and those who do both), it is relatively easy to be a low-investment player in a lot of cases. That makes it really easy for a player to have tunnel vision about things that impact themselves but may not be a good idea on overall health of a campaign. The tendency for some GMs to be overprotective of their campaign can turn into a pathology, but its rooted in a basic assumption that things that damage some elements of the campaign and operation of same will be a harm to everyone involved; further, its not always one of those things that the cause and effect will be super obvious from down on the ground with the players; especially in cases where a player doesn't think in a big-picture way (and some players will absolutely actively resist doing so) so they're not going to be interested in helping reign in such things, even when they aren't enjoying some of the side effects of it.

The effect of this is many GMs develop what my wife calls "scar tissue"; attitudes toward things because of problem players that carry over to their interaction with players as a group. (You absolutely see this with players too, which is why a fair number of players have serious trust issues with GMs). With GMs, further, the effects of this scar tissue propagate to new GMs; relatively few GMs are entirely self-taught (though they do occur) so they absorb expectations from other GMs. And like everything else in human experience, once they have these expectations, confirmation bias will tend to make them select data that reinforces those expectations.

And... that is just wrong to me. Fundamentally wrong. It is like saying that a Football team is a bunch of problems controlled by their coach so that they don't mess everything up, level of wrong.

And part of this that I think we can control, even if we are only running at our own tables for our own friends and never interact with the wider community, is to start really adopting the idea that our players are valuable partners in the game.

Well, to be really blunt, it would be easier if some of them didn't seem to have such terrible tunnel vision. Even when not selfish per se, there are a rather large number of people who are so focused on their own characters that they don't think of the consequences of for other players in the group. This doesn't always mean the GM is as good about that as they can be (as I've noted before, even a GM who doesn't think he's doing everyone a favor and they should just like whatever he's doing can have serious misapprehensions about how people are responding to what he's doing, either by his own blindness or because they're averse to telling him for any number of reasons), but at least in general taking the big picture is something a GM has had to absorb on some level. Many players don't, some are actively resistant to it, and a small minority actively resent being asked to.

And I've seen it in DnD too. How many dozens upon dozens of times have we seen in this thread "I run my game this way, and if you don't like it, there's the door"? And sure, maybe you are a perfectly fine DM with no major flaws. But not every DM is, and they give the same pitch, because the concept is "The DM decides what is okay to do, and the players listen."

Yup. Honestly I suspect its an attitude that has only flourished because of the GM to player ratio being so high in many areas; even middlin' bad GMs can find players because there just aren't enough GMs.

In fact, the "cardinal sin" of players seems to be questioning the DM. They can either quit the game or shut up and take it. Those are their options. Questioning or arguing with the DM is a sign of a bad player.

So what happens to the player who sits down, with this mindset, that they can only nuclear option their game time, or just agree with the DM, and the DM is abrasive, rude, and hard to deal with... but not quite to the point that the player absolutely can't stand it. It is just enough of "not bad" that the player has to seriously consider, do I leave the game and roll the dice that the next DM isn't worse, or do I tough it out and try and have fun anyways.

Yeah, as I've commented before, some people have a tendency to be flip about this because either their tolerance is sharp-edged enough that they go from "This is okay" to "to hell with this" without any appreciable middle ground where they're having problems but not enough to pull the trigger, or they don't acknowledge the idea of middle cases at all.
Who said I want to play in a setting you built? That was the setting you offered, I never said I wanted it.
And why is this "me" when the example was five of the six players. Not one player doing this, but most of them doing this.

Well, I suspect that in many cases its because if a campaign isn't working, a lot of people will just soldier on and not say anything, because as you say, they'd rather play in a game they are only intermittently enjoying than risk getting punted or the GM just walking away. So people rarely see a whole group having a clearcut set of issues because even when its occurring most of the players hide it. So only the guy who's willing to speak up gets noticed, and, well, "The nail that sticks up gets hammered down."

I am also an avid board gamer, and I have run into a lot of board games with edge cases and weird interactions. Things that when translated to DnD, would "require" the input of a DM.

I can only say that back in my days as a wargamer (which, mind you, was more than 40 years ago now) I rarely saw serious examples of this except in notoriously complex games.

One reason seems to be that DMs are worried about being forced to run a game they hate. Which, that's fair, you shouldn't have to run a game you hate. But what about one that just isn't your favorite? What about one you have no idea if you will like or not?

I suspect there's elements of how much overhead and setup that sometimes impact this. There's a big difference between "I just have to set up a situation from week to week" and "I need to do a fair amount of initial setup and maintenance" to how much I'm willing to engage with a game I'm not super-enamored of.
 

Dude, you’re the one who brought up Canada’s constitutional maonarchy. All I did was apply your “technically the Queen could seize power” logic to a different group that could “technically seize power” to illustrate why it was a silly argument.
Okay. Just for clarification I wasn't using the "technically the Queen could seize power" as an argument for anything, I was using it to highlight a point about what could happen in an RPG where the DM has absolute power.
 
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