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Excerpt: You and Your Magic Items
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<blockquote data-quote="Thornir Alekeg" data-source="post: 4225613" data-attributes="member: 15651"><p>I shouldn't give in to posting about the DM authority stuff but...</p><p></p><p> Here are the different ways I can see WotC handling these things:</p><p></p><ul> <li data-xf-list-type="ul">Permissive - The rules spell out things that tell the players and DM what they can do. DMs have the right to restrict these things as part of Rule 0 and should inform the players of what has been changed. The downside is that the players and DM might end up fighting over what the rules say and the DM might end up looking like a jerk because he is the one saying "no" despite the rules.<br /> </li> <li data-xf-list-type="ul">Ambiguous - The rules leave things very loose and open. DMs get to tell the players what they can do. DMs need to figure everything out ahead of time on their own, so they can inform the players how the ambiguous rules will be implemented. The downside is that it is unlikely the DM will be able to present every rule situation and when the players suggest something that has not been clearly stated, the players and DM might end up fighting over what the rules <strong>don't</strong> say and the DM might end up looking like a jerk because he is the one saying "no" to player suggestions.<br /> </li> <li data-xf-list-type="ul">Restrictive - the rules spend a considerable amount of time outlining what is <em>not</em> permitted. The DM can apply Rule 0 and loosen things up, looking like the good guy. The downside is that the game may not attract as many players since it looks so restrictive and yet still players and the DM might end up fighting over what the rules say and the DM might end up looking like a jerk because he is the one saying "no" because it "clearly says so in the rules."</li> </ul><p></p><p>In the end it all comes down to the exact same thing. There has to be a standard set of rules to start with. Players and DMs need to collaborate and work out a resolution when the RAW and the players' or the DMs own vision of things don't agree. If a DM is not a good moderator it does not matter what the rules do or do not say, the odds are the DM will come away looking like a jerk because the chief role the DM plays is to be the moderator between the campaign and it rules and the players who are experiencing that campaign using those rules.</p></blockquote><p></p>
[QUOTE="Thornir Alekeg, post: 4225613, member: 15651"] I shouldn't give in to posting about the DM authority stuff but... Here are the different ways I can see WotC handling these things: [list] [*]Permissive - The rules spell out things that tell the players and DM what they can do. DMs have the right to restrict these things as part of Rule 0 and should inform the players of what has been changed. The downside is that the players and DM might end up fighting over what the rules say and the DM might end up looking like a jerk because he is the one saying "no" despite the rules. [*]Ambiguous - The rules leave things very loose and open. DMs get to tell the players what they can do. DMs need to figure everything out ahead of time on their own, so they can inform the players how the ambiguous rules will be implemented. The downside is that it is unlikely the DM will be able to present every rule situation and when the players suggest something that has not been clearly stated, the players and DM might end up fighting over what the rules [b]don't[/b] say and the DM might end up looking like a jerk because he is the one saying "no" to player suggestions. [*]Restrictive - the rules spend a considerable amount of time outlining what is [i]not[/i] permitted. The DM can apply Rule 0 and loosen things up, looking like the good guy. The downside is that the game may not attract as many players since it looks so restrictive and yet still players and the DM might end up fighting over what the rules say and the DM might end up looking like a jerk because he is the one saying "no" because it "clearly says so in the rules."[/list] In the end it all comes down to the exact same thing. There has to be a standard set of rules to start with. Players and DMs need to collaborate and work out a resolution when the RAW and the players' or the DMs own vision of things don't agree. If a DM is not a good moderator it does not matter what the rules do or do not say, the odds are the DM will come away looking like a jerk because the chief role the DM plays is to be the moderator between the campaign and it rules and the players who are experiencing that campaign using those rules. [/QUOTE]
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