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<blockquote data-quote="Michael Silverbane" data-source="post: 8161217" data-attributes="member: 38016"><p>In my experience, the DM has almost unlimited (what I'm going to call) <em>Soft Authority</em>.</p><p></p><p>That is to say, the DM makes a decision about the game rules or the setting or the allowable options for the campaign, and the other players <strong>go along with it</strong>. They may not necessarily like it or agree with it, but they go along to get along, as it were. As long as the DM bends a bit when coming up against input from the other players, this works out fine. The vast majority or rulings or rules interpretations made during play are <em>Soft Authority</em>, at least in some part because those decisions are backed up by the rules of the game.</p><p></p><p>When the DM won't bend, or comes up against a particularly asynchronous player, then they must exercise <em>Hard Authority</em>. This is in much much more limited supply. A DM who exercises their <em>Hard Authority</em> too much will eventually get punched in the junk (usually this is metaphorical), and in extreme cases, will get exercised right out of the DM seat. <em>Hard Authority</em> is things like, "No, [player], you cannot play [character option], because there is no [character option] in [thing]." It doesn't particularly matter what [character option] is, though race, class, and alignment choices often top that list. And it doesn't really matter what [thing] is, because by the time the DM gets to that, the other player has typically stopped listening anyway. Another, though less common type of <em>Hard Authority</em> is the, "No, [player], your [action] fails." Sometimes this is followed by, "[arbitrary reason]," but is just as often not followed by anything at all. Rarely, it is followed by [previously established fiction], which can (but doesn't always) turn it back into an exercise of <em>Soft Authority</em>.</p><p></p><p>Where that line is, between <em>Hard Authority</em> and <em>Soft Authority</em>, and how much is too much varies from group to group, and player to player, and sometimes even session to session.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 8161217, member: 38016"] In my experience, the DM has almost unlimited (what I'm going to call) [I]Soft Authority[/I]. That is to say, the DM makes a decision about the game rules or the setting or the allowable options for the campaign, and the other players [B]go along with it[/B]. They may not necessarily like it or agree with it, but they go along to get along, as it were. As long as the DM bends a bit when coming up against input from the other players, this works out fine. The vast majority or rulings or rules interpretations made during play are [I]Soft Authority[/I], at least in some part because those decisions are backed up by the rules of the game. When the DM won't bend, or comes up against a particularly asynchronous player, then they must exercise [I]Hard Authority[/I]. This is in much much more limited supply. A DM who exercises their [I]Hard Authority[/I] too much will eventually get punched in the junk (usually this is metaphorical), and in extreme cases, will get exercised right out of the DM seat. [I]Hard Authority[/I] is things like, "No, [player], you cannot play [character option], because there is no [character option] in [thing]." It doesn't particularly matter what [character option] is, though race, class, and alignment choices often top that list. And it doesn't really matter what [thing] is, because by the time the DM gets to that, the other player has typically stopped listening anyway. Another, though less common type of [I]Hard Authority[/I] is the, "No, [player], your [action] fails." Sometimes this is followed by, "[arbitrary reason]," but is just as often not followed by anything at all. Rarely, it is followed by [previously established fiction], which can (but doesn't always) turn it back into an exercise of [I]Soft Authority[/I]. Where that line is, between [I]Hard Authority[/I] and [I]Soft Authority[/I], and how much is too much varies from group to group, and player to player, and sometimes even session to session. [/QUOTE]
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