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<blockquote data-quote="Ahnehnois" data-source="post: 6148665" data-attributes="member: 17106"><p>Yes, it's valid. And referees of all sorts absolutely do these things. Wise? No. Umpires (and DMs) who do a lot of that tend to be weeded out over time, but they do have that level of authority.</p><p></p><p>I think it's important to note that many of those situations are places where the player gets screwed by the rules, and the DM/referee steps in to give them a fair chance.</p><p></p><p>A reasonable approach, perfectly within the DM's discretion.</p><p></p><p>I do think, however, that if you are going to take a passive approach to DMing, you have to accept the consequences, which can include players doing questionable things that may derail the game. I do not think that a game designer's job is to prevent those kinds of situations. I doubt that many of them can be attributed to a presence or lack of "balance" in the rules themselves. And your assertion that one popular rpg falls apart like a house of cards any time a player tries to do anything while another less popular rpg is impermeable to the assaults of players' will and has made the DM's judgment obsolete, is so extreme a statement, and so at odds with my own experiences and the market trends of the game, that I do continue to wonder where that assertion comes from.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 6148665, member: 17106"] Yes, it's valid. And referees of all sorts absolutely do these things. Wise? No. Umpires (and DMs) who do a lot of that tend to be weeded out over time, but they do have that level of authority. I think it's important to note that many of those situations are places where the player gets screwed by the rules, and the DM/referee steps in to give them a fair chance. A reasonable approach, perfectly within the DM's discretion. I do think, however, that if you are going to take a passive approach to DMing, you have to accept the consequences, which can include players doing questionable things that may derail the game. I do not think that a game designer's job is to prevent those kinds of situations. I doubt that many of them can be attributed to a presence or lack of "balance" in the rules themselves. And your assertion that one popular rpg falls apart like a house of cards any time a player tries to do anything while another less popular rpg is impermeable to the assaults of players' will and has made the DM's judgment obsolete, is so extreme a statement, and so at odds with my own experiences and the market trends of the game, that I do continue to wonder where that assertion comes from. [/QUOTE]
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