EzekielRaiden
Follower of the Way
I mean, there is at least one other alternative beside "precise and specific rules for every possible occurrence" and "rules that leave large gaps." That being, rules which are flexible, which cover a space of situations rather than each individual situation separately. Such things, which I call "extensible framework" rules, accept that the rules are an abstraction and leverage that abstraction to cover most things. The attack roll, for example, is an extensible framework that can be used for its standard purpose (determining if a physical or magical blow strikes its target), or for a variety of other purposes in the loose category of landing something, connecting, or otherwise featuring accuracy with physical or magical objects/entities in motion. E.g., a lasso can be handled as a ranged attack roll. That extends (hence "extensible") the underlying rule structure into areas that logically apply but which might not have been specifically intended initially.There can't be clear cut rules for everything, so we have to make due with rules that don't cover everything. When a situation comes up that falls through one of the many cracks, the DM is going to have to make a ruling(say yes or no). I don't view one off decisions as Mother May I. Mother May I requires a great deal more consistency.
A rule system built on robust, well-tested extensible framework rules can cover almost everything one might wish to cover, so that needing to go completely off into the weeds is only necessary in unique or special circumstances. The players and DM thus reap the benefits of a reliable and consistent ruleset while simultaneously retaining the ability to adapt to the unexpected and, in truly unforeseeable situations (which will happen, don't get me wrong), the freedom to decide how things should work.
Depends on what you mean by "says yes," and I promise I'm not being a pedant here.Question for all, most examples we have seen of MMI is when the GM says no. If the GM says yes is it still MMI in your opinion?
If the DM is truly embracing player solutions even if they aren't what the DM likes or thinks is sensible, then no, it is not MMI. If the DM is technically saying yes, but practically saying no (by way of obstacles, excessive difficulty, paltry reward, etc.), then it is covert MMI. If the DM says no several times before finally saying yes, it's probably overt MMI.
Note that while I do think that the overall pattern is the primary concern, I still maintain that it is possible for an individual scene/situation to display MMI even when the game overall doesn't have that pattern. E.g. my example with the "we must get to [faraway place]" situation, where the DM has contrived things such that the party will need to take a boat to get there. That could be a one-off; perhaps the DM realizes how bad that scene came across and thus labors to prevent a repeat, perhaps the game just never hits another blatant bottleneck like that, perhaps the players learn better how to read the DM's mind or how to bribe/placate/persuade her to approve of their methods. That doesn't stop that scene from displaying MMI, even though it isn't a pattern overall.
And, again, I want to emphasize that MMI and railroading are not the same. MMI can be used as a tool for railroading, but it can also occur in completely non-railroad contexts, and likewise railroading can occur with nary a moment of MMI in sight. Illusionism, for example, is railroading without MMI: it forces a predetermined outcome or event by inserting that thing in regardless of player choice, which is very different from outright negating player choice by making a given plausible option impossible, impractical, or impotent. (That's a pretty good trio there, if one wishes a quick summary of what MMI does.)
A "pure sandbox" game, a game where there is no planned future nor any forced outcomes, can still feature MMI if the DM has poor consistency, strict but unclear/unstated expectations, or a capricious adjudication style (e.g. the "DM/player arms race," just manifesting in a slightly different way than the usual cursed item/ear seeker BS.) This doesn't involve any amount of forcing a specific outcome, which is what railroading does. Instead, it is about denying certain approaches. The two are complementary, either one can reinforce the other.
I'm also a bit confused by this. This sounds like "benevolent railroading," where the forced outcome is "players do well/succeed/suffer no serious consequences," despite their poor choices indicating that they should not do well, should fail, and/or should suffer serious consequences.Some of the most grating instances Mother May I sort of play (for me personally) is when the GM hands out victories or softballing of consequences when the players hand them a golden opportunity via a combination of poor fictional positioning, poor use of the rules and/or poor dice rolls.
Also when the GM manipulates the fiction upon the player characters' behalf (especially when not asked to do so).
As I have understood (and, above as well as previously, defined) the term, MMI refers not to manipulating the fiction per se, though that might happen along the way, but rather to closing off plausible solutions that the DM disapproves of, solely because the DM disapproves of them for whatever reason, via making those solutions impossible, impractical, or impotent.
I'm not really clear how there could be a situation where the players are proposing solutions, and the DM makes them impossible, impractical, or impotent, and yet somehow "hands" victory to the players anyway. Could you expand on that?
Absolutely. It is terribly frustrating, particularly because people who do the latter all too often like to pass it off as being the former.Yeah, I think all too often people take the usually-necessary tool of "Okay, this is off in Here Be Dragons land rules-wise, so we're going to do this" and apply it to "As a GM I find this inconvenient on various grounds so I'm just going to blow off what the rules actually say". They really aren't the same thing.
I don't see how my definition, given above, is some offensively overbroad thing. MMI negates plausible choice on the part of players, unless and until they make an approved choice (NOT the same as a predetermined choice!), by making non-approved choices impossible, impractical, or impotent. This behavior, if maintained as a pattern, conditions players to always float trial balloons, to hedge and question ant contemplate, to ask for permission rather than take action. (Or, alternatively, it teaches them that they must resort to social tools, such as shaming or bribery, to get what they want.) I see that player response state as a consequence of MMI, rather than the effect itself. We do not speak of it as feeling MMI, but rather as feeling that one is playing MMI, meaning the MMI is in the play, the rules and procedures and such, not in the player.The issue is if it is a criticism, and it is to be avoided, but it is being defined so broadly that many posters are essentially saying it is any system where the GM has the powers frequently ascribed to them (fiat, rule zero, final say, etc), it does then not seem a very useful descriptor because you are effectively saying any style over this line is this very bad thing that is to be avoided and we are calling mother may I, and over this line just happens to be a large swath of how people play and enjoy the game (and large swath of editions and GM advice in the system itself). Again, if it is a more narrow criticism, where the players are essentially expressing frustration that play has devolved into mother may I, I think there is at least a productive conversation that can be had there (what expectations players have, what types of GMing principles or systems those players might enjoy).
How does that then, as you say, criticize "a large swathe of how people play"?
I am genuinely unclear what situation would make "but it's what my character would do!" an acceptable excuse.Oh. Eh. I disagree. Or maybe I'm thinking of different contexts than you are.
Extensible framework rules with appropriate difficulty curvesssssss.....Yeah, this is exactly the sort of thing DMG should just flat out say. Now, no one wants seven thousand pages of charts for every eventuality (OK, someone would, apparently some people like Rolemaster,) but common adventuring situations like this should be covered. Especially as it already mentions that it can be done via a skill! Would it really have been too much to also tell how?
Weird, there must be a draft in here.