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<blockquote data-quote="Blue" data-source="post: 8160608" data-attributes="member: 20564"><p>This seems a bit of a side arguement. No one is arguing that compromise and collaboration are not part of the toolbox. But there OP gave a number of examples in the spoiler block where a player wants X and the DM wants Y. Let's take the player pointing at a blank spot on the player-facing map and making up a kingdom and story. That kingdom will change the political pressures and invalidate much of the plot. After talking about it in vague ways (so as not to spoil those elements of the plot to the others) and offering a different location, the DM and the player still are at loggerheads.</p><p></p><p>Unlike "what to watch on Netflix", D&D does provide an explicit mechanism - DM authority - to break the deadlock and get all of the other players back to the fun.</p><p></p><p>Heck, RPGs have rules in the first place to avoid two kids playing army: "I shot you" "Nuh huh" "Did so" "You missed". Having a DM empowered to extend that beyond what is explicitly covered by the written rules is the next logical step.</p><p></p><p>Of course we try compromise and collaboration. In general, everyone wants to have a good time and works towards that. But those aren't the cases being discussed.</p><p></p><p>How do you feel about DM authority when those have been exhausted and there is still a conflict?</p></blockquote><p></p>
[QUOTE="Blue, post: 8160608, member: 20564"] This seems a bit of a side arguement. No one is arguing that compromise and collaboration are not part of the toolbox. But there OP gave a number of examples in the spoiler block where a player wants X and the DM wants Y. Let's take the player pointing at a blank spot on the player-facing map and making up a kingdom and story. That kingdom will change the political pressures and invalidate much of the plot. After talking about it in vague ways (so as not to spoil those elements of the plot to the others) and offering a different location, the DM and the player still are at loggerheads. Unlike "what to watch on Netflix", D&D does provide an explicit mechanism - DM authority - to break the deadlock and get all of the other players back to the fun. Heck, RPGs have rules in the first place to avoid two kids playing army: "I shot you" "Nuh huh" "Did so" "You missed". Having a DM empowered to extend that beyond what is explicitly covered by the written rules is the next logical step. Of course we try compromise and collaboration. In general, everyone wants to have a good time and works towards that. But those aren't the cases being discussed. How do you feel about DM authority when those have been exhausted and there is still a conflict? [/QUOTE]
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