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Community
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DM Empowerment vs. Player Entitlement - Is this really that prevalent?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 5837456" data-attributes="member: 5143"><p>That's exactly the problem. The DM in question hadn't actually read the rule book, he felt the rules were just a bunch of guidelines for simulating "reality" anyways, so if he didn't remember a rule, he'd just use the one that made the most sense from a "reality" point of view. And, I've discovered from experience that each persons view of how "reality" works is HEAVILY different from one another.</p><p></p><p>Which is surprising considering we all live in reality. The problem is that many people don't have direct experience with many of the situations that come up in a D&D game. We've never actually used a sword in combat. We've never actually watched a building burn down from a small fire to consuming the whole building. We've never fired a crossbow in a hallway filled with people. So, often we rely on guesses at best. And at worst, we use movies we've seen as the basis for our decisions. Most of which have no basis in reality at all.</p><p></p><p>This results in really weird definitions of "reality". Like a fireball spell causing a house to burn down entirely and kill everyone inside in two 2e rounds(because a small portion of the AOE hit the wall). Then burn down an entire city 20 minutes later.</p><p></p><p>That's the problem with making a rule system more based on DM adjudication. It specifically encourages these "guesses" which cause a disconnect between player and DM. I prefer a game system where 90% of what will come up in a game already has a rule to minimize the times when the DM needs to make a call. Since not every DM makes good calls. Also, I would like the rule book to say "Rule 0 means you have the right to make up new rules, but only if you inform your players in advance that you have put them into the game. It allows you to make decisions in the 10% of the time these rules don't cover what you need. But it is not ok to change the rules in the middle of the game. Play with the rules as written until the end of the session if a dispute comes up then change the rule for next session."</p><p></p><p>The problem is that people take the idea that "I'm the DM, anything I say goes" to mean that they can do whatever they want.</p><p></p><p>Yeah, but that optional rule only allowed you to hit an ally if you missed by 4 or less. It still made only a small chance of hitting them.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 5837456, member: 5143"] That's exactly the problem. The DM in question hadn't actually read the rule book, he felt the rules were just a bunch of guidelines for simulating "reality" anyways, so if he didn't remember a rule, he'd just use the one that made the most sense from a "reality" point of view. And, I've discovered from experience that each persons view of how "reality" works is HEAVILY different from one another. Which is surprising considering we all live in reality. The problem is that many people don't have direct experience with many of the situations that come up in a D&D game. We've never actually used a sword in combat. We've never actually watched a building burn down from a small fire to consuming the whole building. We've never fired a crossbow in a hallway filled with people. So, often we rely on guesses at best. And at worst, we use movies we've seen as the basis for our decisions. Most of which have no basis in reality at all. This results in really weird definitions of "reality". Like a fireball spell causing a house to burn down entirely and kill everyone inside in two 2e rounds(because a small portion of the AOE hit the wall). Then burn down an entire city 20 minutes later. That's the problem with making a rule system more based on DM adjudication. It specifically encourages these "guesses" which cause a disconnect between player and DM. I prefer a game system where 90% of what will come up in a game already has a rule to minimize the times when the DM needs to make a call. Since not every DM makes good calls. Also, I would like the rule book to say "Rule 0 means you have the right to make up new rules, but only if you inform your players in advance that you have put them into the game. It allows you to make decisions in the 10% of the time these rules don't cover what you need. But it is not ok to change the rules in the middle of the game. Play with the rules as written until the end of the session if a dispute comes up then change the rule for next session." The problem is that people take the idea that "I'm the DM, anything I say goes" to mean that they can do whatever they want. Yeah, but that optional rule only allowed you to hit an ally if you missed by 4 or less. It still made only a small chance of hitting them. [/QUOTE]
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DM Empowerment vs. Player Entitlement - Is this really that prevalent?
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