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<blockquote data-quote="Blue" data-source="post: 8160572" data-attributes="member: 20564"><p>The DM has exactly as much authority as the players grant them. Which, if not enough, may cause the DM to renegotiate or stop DMing.</p><p></p><p>I like when players want to add things to the world, but I hold veto power. If the players weren't okay with that even after I explain that's important to me, I probably would stop running for them. But more often the answer is yes - from player input in Session 0 the moon is actually the skull of a decapitated god, the earth its it's body which is the source of magic, the dwarves have been genocided and the drow are a created race to take their place and "mine the bones of the earth" for magical materials. Halflings are also a created servitor race. None of that was me, all I said yes, and it's majorly shaped the campaign.</p><p></p><p>On the other hand, my personal take is that the DM only has authority within the game. For example, a DM can veto a new player (I don't want them in the game), but can't unilaterally add one (because thr group hanging out is a function of everyone). But that's among a long standing group of friends I play with. In another game DM can invite without clearing anything (and we've gotten what I've considered too many players and it's impacted my fun when one DM was running). And ina store game it's a whole different dynamic.</p></blockquote><p></p>
[QUOTE="Blue, post: 8160572, member: 20564"] The DM has exactly as much authority as the players grant them. Which, if not enough, may cause the DM to renegotiate or stop DMing. I like when players want to add things to the world, but I hold veto power. If the players weren't okay with that even after I explain that's important to me, I probably would stop running for them. But more often the answer is yes - from player input in Session 0 the moon is actually the skull of a decapitated god, the earth its it's body which is the source of magic, the dwarves have been genocided and the drow are a created race to take their place and "mine the bones of the earth" for magical materials. Halflings are also a created servitor race. None of that was me, all I said yes, and it's majorly shaped the campaign. On the other hand, my personal take is that the DM only has authority within the game. For example, a DM can veto a new player (I don't want them in the game), but can't unilaterally add one (because thr group hanging out is a function of everyone). But that's among a long standing group of friends I play with. In another game DM can invite without clearing anything (and we've gotten what I've considered too many players and it's impacted my fun when one DM was running). And ina store game it's a whole different dynamic. [/QUOTE]
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