House Rule #2: Calling the DM out.

transcendation

First Post
My second most important house rule is "Each player may call the DM out once per adventure."

That is, to make sure that the DM is not cheating, each player can, once per adventure, demand to see proof that something actually exists. For example, "how in the hell did the White Wizard get all his hit points back 3 times in a row? I think you just made that up 'cuz you didn't want him to die. I'm calling you out!"

The DM smiles wickedly, and says... "Are you sure... ? You risk ruining the mystique of the character." The player nods adamantly.

After covering up the rest of the NPC sheet, the DM shows the player the spells, items, etc. that created the effect, and the player sheepishly apologizes. The other players question whether the player used the calling out rule to metagame, and punch him in the shoulder.

Why have such a rule?

Refer to Rule #1 (Players may go anywhere), which lays the foundation for the Grand Illusion (that the campaign world is ready and waiting for the players to adventure in to their hearts' content). Rule #2 reinforces the Grand Illusion ten-fold!

Players are very much like the elephants at the circus, which are conditioned to believe that they can't get free even though the only thing holding them is a little chain attached to a spike in the ground. In their early days, the elephants were held by mighty chains attached to huge posts, but they learned they couldn't get away and gave up trying. Well, in the early days of your campaign, you have everything prepared (which isn't so difficult at 1st-level), so that whenever the PCs call you out, you have the proof ready and waiting. Once their trust is fully established, they stop calling you out, and that's when you start to keep details "inside your head".

:)

Every once in awhile throw in something quite fringe which you have documented, to provoke a calling out, to reinforce the notion that during the gaming sessions you really are just a neutral referee, running them through a world over which you have no control (except between game sessions).

Or goad them with "Would you like to call me out and see the character's sheet?"

When orchestrated well, the players can't tell the difference between prepared material and that which you ad lib.

And that's a satisfying feeling.

In the 27 years I've been DM'ing, I've been called out 3 times (twice in the early stages of new campaigns with new groups, and the third by a relatively new player during the build-up to a high-level climactic adventure finale). In each case I dramatically presented the proof, and the players never questioned my integrity again.

transcendation
 
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transcendation said:
My second most important house rule is "Each player may call the DM out once per adventure."

That is, to make sure that the DM is not cheating, each player can, once per adventure, demand to see proof that something actually exists. For example, "how in the hell did the White Wizard get all his hit points back 3 times in a row? I think you just made that up 'cuz you didn't want him to die. I'm calling you out!"

The DM smiles wickedly, and says... "Are you sure... ? You risk ruining the mystique of the character." The player nods adamantly.

After covering up the rest of the NPC sheet, the DM shows the player the spells, items, etc. that created the effect, and the player sheepishly apologizes. The other players question whether the player used the calling out rule to metagame, and punch him in the shoulder.

Why have such a rule?

Refer to Rule #1 (Players may go anywhere), which lays the foundation for the Grand Illusion (that the campaign world is ready and waiting for the players to adventure in to their hearts' content). Rule #2 reinforces the Grand Illusion ten-fold!

Players are very much like the elephants at the circus, which are conditioned to believe that they can't get free even though the only thing holding them is a little chain attached to a spike in the ground. In their early days, the elephants were held by mighty chains attached to huge posts, but they learned they couldn't get away and gave up trying. Well, in the early days of your campaign, you have everything prepared (which isn't so difficult at 1st-level), so that whenever the PCs call you out, you have the proof ready and waiting. Once their trust is fully established, they stop calling you out, and that's when you start to keep details "inside your head".

:)

Every once in awhile throw in something quite fringe which you have documented, to provoke a calling out, to reinforce the notion that during the gaming sessions you really are just a neutral referee, running them through a world over which you have no control (except between game sessions).

Or goad them with "Would you like to call me out and see the character's sheet?"

When orchestrated well, the players can't tell the difference between prepared material and that which you ad lib.

And that's a satisfying feeling.

In the 27 years I've been DM'ing, I've been called out 3 times (twice in the early stages of new campaigns with new groups, and the third by a relatively new player during the build-up to a high-level climactic adventure finale). In each case I dramatically presented the proof, and the players never questioned my integrity again.

transcendation
Such a rule shows a lack of trust in the DM. This isn't calculus and I"ll be darned if i have to show my work.

It seemes that it would ruin a session if five or six times during the game I had to answer a player's question and provide text quotes and stats for things. If your players don't trust you that much why are they playing with you.
 



In my opinion, if I haven't earned the players' trust, I shouldn't be the DM for them. Hence the phrasing on my personal #1 rule, "Whatever you can do, I can do also..." This lets the PCs determine the level of threat I can impart via efficient rule combinations. I roll almost all of my dice in the open (all except for opposed skill checks, since I use an action point system and the players need to make a decision on spending APs before they know what the results are). That's part of my good faith effort to help establish trust, and to demonstrate that I won't fudge die rolls, which adds an element of risk to the game since the players know I'm not going to fudge the dice IN their favor, either. If I'm doing that and they are still calling me out, then I shouldn't be running for them, and I don't want to be running for them. This kind of rule appears to bread mistrust and personal confrontation, which in turn pulls everyone out of the game, and thus it wouldn't work for me or my gaming group.

As a player, if a DM made that statement to me, I'd have to think that there's probably a not-so-good reason why such a rule was in place. The underlying assumption would be that at some point in the past, the DM had problems either in running games impartially or with choosing the wrong players, and had to prove himself to his players. I'd have to think twice before gaming with someone like that, just because I would have no way of knowing if the problem still existed or not, and if it did, I wouldn't really want to be in either situation. (As a parent, my time is too important to me to invest it in games that give me heartache and grief.) In other words, as a player, this rule would send up a red flag for me, and I'd have to think twice before joining such a group.

Now, that all being said, that doesn't mean that this rule might not work for others. From what's been written above, it seems to work for the OP. It's just not my thing, is all. YMMV.

With Regards,
Flynn
 

I'd be between Scylla and Charybdis if I was called out...
Most of the monsters I use are on-the-spot modified creatures from monster books (which provide an excellent base), for most NPCs I do the same...
Meaning: if I want the lich to be a longer fight, I'll give him full hp, how do I "account" for that?

That "house rule" would remove me from DMing (not because I'd fail to provide explanations, but rather because I would feel way too many constraints at the time of DMing).
 

This is pretty ridiculous. If you want a game that grinds to a halt and is absolutely no fun (and can't find a DM to run the game to save it's life), then use preposterous things like you are proposing. Good luck finding a DM who will be your lacky for long.

I think the issue here is, as the other poster put it, a lack of trust that your DM is trying to provide a fun game for you, not just kill you off.

There is also an obvious problem with your relationship with your DM about exactly what the DM's job is here. The DM's job is not to be the players' slave, scapegoat, or puppet.

You might do better just playing a video game.


jh
 


DonTadow said:
Such a rule shows a lack of trust in the DM. This isn't calculus and I"ll be darned if i have to show my work.

Agreed. Same here. Players either trust me as DM or get to face twice as many monsters as originally planned. :)
 


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