D&D 5E How do you define “mother may I” in relation to D&D 5E?

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According to you. Some others in this thread have defined it exactly so.
I mean, yes, "according to me," because I'm not speaking for anyone else, which I thought I made clear with the "IMHOs," "IMOs," and "I thinks" that I put in my post.

I will let those people speak for themselves and clarify their position on that matter should they choose to do so. Until then, it's probably best that we avoid moving goal posts between my argument and other people's arguments. It's far less messy that way.

Okay. Instead of talking around it give me concrete examples. One that's MMI and one that's not MMI. Make them as similar as you possibly can to clearly demonstrate exactly what the different is between MMI and not MMI.
Let's focus on character knowledge for the time being since that has been a little more pertinent to our exchanges.

The GM tells the players that they see hyena-headed humanoids. The player characters have not encountered them before in gameplay. What is reasonable for the player characters to know without asking for the GM's permission to know about them?

My player character is a dragonmarked heir of House Cannith. How much can my character reasonably know about House Cannith (and tangential matters) without asking for the GM's permission to know these things?

You are playing a FKR game of Star Wars: Clone Wars.* Your character says something based on what you think is reasonable for your character to know about the world from their in-world perspective, e.g., based on your roleplay, you think your clone trooper knows about or has heard rumors of the Bad Batch. Your GM disagrees. What then? Do you ask for the GM's permission to know it? Do you try advocating for your character to know it? I'm curious.

Have you ever disagreed with the GM telling you that your character couldn't know something?

* Alternatively if there is a concrete FKR game that you are playing in established universe, we can use one of those settings for our conversation.
 

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Let's focus on character knowledge for the time being since that has been a little more pertinent to our exchanges.

The GM tells the players that they see hyena-headed humanoids. The player characters have not encountered them before in gameplay. What is reasonable for the player characters to know without asking for the GM's permission to know about them?

My player character is a dragonmarked heir of House Cannith. How much can my character reasonably know about House Cannith (and tangential matters) without asking for the GM's permission to know these things?

You are playing a FKR game of Star Wars: Clone Wars.* Your character says something based on what you think is reasonable for your character to know about the world from their in-world perspective, e.g., based on your roleplay, you think your clone trooper knows about or has heard rumors of the Bad Batch. Your GM disagrees. What then? Do you ask for the GM's permission to know it? Do you try advocating for your character to know it? I'm curious.

Have you ever disagreed with the GM telling you that your character couldn't know something?

* Alternatively if there is a concrete FKR game that you are playing in established universe, we can use one of those settings for our conversation.
What the heck... I'll try answering these... :)

1) You know they are gnolls, the GM knows they are gnolls. But if the characters don't... then just act as you would coming upon creatures you are unfamiliar with and react to what they do (if anything). What difference does it make if you the player know about their mating habits or where they lair or that in certain settings they are demon-worshippers? You just react to these things as if you know none of it and gather information as you would with anything else.

2) Anything in the Eberron books about House Cannith you have read is probably fair game except for the obvious "secrets" the book tends to be pretty clear about. So if you drop an NPC name or two while roleplaying with the DM, there shouldn't be any problems-- unless of course the DM is being a real jerk about it. But for my money... if the DM isn't going to use the wealth of material already written about Eberron and House Cannith and say Yes to whatever bits and bobs you drop in while roleplaying... why the heck are they bothering to use an already-established setting with already-established setting material? There is plenty of "secret Cannith information" they can just make and add to what has already been established, rather than invalidate and re-write everything just to keep you the player in the dark.

3) I would ask the DM "Does this information I'm throwing in actually invalidate some secret changes you have put into the campaign that we will be finding out about? Or are you saying No just because I know something about Clone Wars you don't?" And if the DM says it's the latter, then you tell them to get the F-- over themselves. We're all playing in a Clone Wars game because in theory we all like Clone Wars. So don't get pissy that the players you invited to play the campaign happen to know more about Clone Wars than you.

Basically, from my perspective any DM worth their salt if they choose to run a game in a pre-established setting will use what is in the setting and be actually happy their players cared enough to research stuff for their own character in the setting. I can't speak for anyone else... but I know that putting in that kind of effort ain't the case for almost any of the players I play with-- I'm always having to guide them during chargen to find ways to actually tie their ideas into the setting rather then just making generic stuff. So if a player actually came to me having looked through the Dragonmark Houses info I sent them prior to starting my Eberron game? I'd go along with almost every damned idea they'd come up with caused I'd be so shocked they actually took the time to work it out!

But I can certainly understand that if you have no choice but to play D&D games with schmucks behind the DM screen as that's your only option if you want to play... then yeah, you might get negged on occasion. But at that point, beggars can't be choosers, can they? If that DM wants you to pretend you know nothing whatsoever about D&D in order to act the part of a completely unknowing and wide-eyed babe in the woods... then just go along with it. Take it as a challenge to see how well you can make absolutely not a single assumption about anything. Let the DM force-feed you all the information and see what comes of it. Either that, or just don't play at all. Which way is going to be better for you?
 

@Aldarc, @Campbell: here's an example of negotiation of the fiction during play, which is not about action resolution.

I ran a couple of kids through Traveller set-up this afternoon: PC gen, then starting world gen, then a patron encounter.

I rolled a Merchant patron. One of the players had rolled up a Merchant. I said, "The next step would be to come up with an idea as to why this merchant wants you to do something for them." That player replied, "Well, I'm a merchant. It's probably one of my fellow merchants."

This fits with my experience that most new-ish RPGers take for granted that they, as well as the GM, will play a part in setting up the shared fiction and overall situation.
 

The GM tells the players that they see hyena-headed humanoids. The player characters have not encountered them before in gameplay. What is reasonable for the player characters to know without asking for the GM's permission to know about them?

My player character is a dragonmarked heir of House Cannith. How much can my character reasonably know about House Cannith (and tangential matters) without asking for the GM's permission to know these things?

You are playing a FKR game of Star Wars: Clone Wars.* Your character says something based on what you think is reasonable for your character to know about the world from their in-world perspective, e.g., based on your roleplay, you think your clone trooper knows about or has heard rumors of the Bad Batch. Your GM disagrees. What then? Do you ask for the GM's permission to know it? Do you try advocating for your character to know it? I'm curious.

Have you ever disagreed with the GM telling you that your character couldn't know something?

* Alternatively if there is a concrete FKR game that you are playing in established universe, we can use one of those settings for our conversation.
Which of these is your clear example of MMI and which is your clear example of not MMI?
 

(1) MMI =! "the referee is the final say on the fiction"
I think that many people will agree that the DM/GM/Referee/MC/Lorekeeper/etc. is the final arbiter/facilitator of the fiction, rulings, rules, etc. However, I think that MMI entails the idea that players require asking for the GM's explicit permission for knowing things or doing things, especially those things that are not laid out in the rules. This is to say, I think that there is a difference between (a) players getting knowledge from the GM's scene framing, negotiating the fiction, or asking questions of clarification so they can make informed in-character decisions AND (b) the players having to repeatedly ask for the GM's permission to know or do things for their character.

I think there’s a difference between having the final say and having all the say. The GM roles requires some amount of authority; I don’t think anyone would say otherwise. It doesn’t require total authority.


(2) I believe that your questions here get close to the rub when it comes to character knowledge. This is is something that @Campbell talks about here: i.e., the dissonance of playing a character who inhabits the world who has to "earn" that common knowledge from the GM.

I had somehow missed this post you linked to, so thanks for that!

To touch on @Campbell 's point about it being less about authority and more about the alien effect... I kind of see these as related. If what players know about the world, and what their characters know about the world, is indeed gated by the GM, as @overgeeked said, then I don't see how it's not veering into Mother May I land. I mean, how else could such a situation be described?

The GM tells the players that they see hyena-headed humanoids. The player characters have not encountered them before in gameplay. What is reasonable for the player characters to know without asking for the GM's permission to know about them?

Personally, I'm way past the point where I find any interest in anyone at the table pretending to not know what kinds of monsters they're facing. I simply don't care to do that. So if I introduce these creatures, and my players say "those sound like gnolls" I'll just say "yup, they're gnolls" and call it a day. What's to be gained by keeping that from them?

If they want more specific information... like clues about where such a group might lair, or cultural details and the like... I'd generally rely on some kind of ability check. I usually let the players select the relevant ability and skill. Most such ability checks would be at a medium difficulty, so DC 15 is like my default. I don't really see the need to go with a higher DC for this kind of thing, generally speaking.

I usually limit such attempts to one roll, though. I don't find it fun when there's a roll and it's low, and then every other player jumps in with "I'll try to know that, too" and you get four more rolls. So if there is anyone else who has a relevant skill and would like to assist, then I allow the player who is rolling to do so with Advantage. I find that without that limitation, there's little point to rolling, and if that's the case, then I'd just tell them the information.

My player character is a dragonmarked heir of House Cannith. How much can my character reasonably know about House Cannith (and tangential matters) without asking for the GM's permission to know these things?

I feel like this kind of setting specific thing is best addressed up front to some extent, but that it must be continually revisited throughout play.

You are playing a FKR game of Star Wars: Clone Wars.* Your character says something based on what you think is reasonable for your character to know about the world from their in-world perspective, e.g., based on your roleplay, you think your clone trooper knows about or has heard rumors of the Bad Batch. Your GM disagrees. What then? Do you ask for the GM's permission to know it? Do you try advocating for your character to know it? I'm curious.

Similar to the one above, discuss up front and then continually during play. I generally default to letting players use the knowledge they have in play. One of the reasons to use a known setting like Star Wars or Greyhawk is that there is a lore that already exists and it's fun to engage with that lore. Shutting down that knowledge so that the "characters learn on their own" is, in my opinion, really boring and I'd put in the effort to avoid that kind of thing.

Does this mean there can be no secrets? No, of course not. But that kind of stuff needs to be considered. I think the instinct to make the players work for every scrap of information as @Campbell talked about can work against the play experience. This is where GM judgment should come into play... what do we as a play group gain through sharing or not sharing a specific bit of information?


Just holding back info as a default approach.... gating that information... is the kind of GMing that starts to move toward Mother May I, and in my opinion, should be avoided when possible and limited at most.
 

(2) I believe that your questions here get close to the rub when it comes to character knowledge. This is is something that @Campbell talks about here: i.e., the dissonance of playing a character who inhabits the world who has to "earn" that common knowledge from the GM.

For me, "Mother May I" makes most sense as a critique when it refers to the gap between GM and Player knowledge about the setting or situation. This is a real issue sometimes, and is frustrating. For example, dungeon exploration or theater of the mind combat can be difficult because the GM either has a map in front of them or is the one whose imagination of the spatial positioning is the one that matters. For example, the thief would like to get in position to backstab; the character is ostensibly an expert in doing this, but a GM might look at the spatial positioning and not see how it is possible. This isn't even malicious, just a result of a knowledge gap. The same thing happens at the setting level. The character is a cleric of [homebrew god], and the GM has extensive notes about what that means, but doesn't share this info with the player. Again, not malicious, just doesn't think to share it. To me this is largely a question of technique.

There's an easy solution to the problems of theater of the mind combat: use a grid! Or a vtt. But this solution comes with its own pitfalls. For me, it's one of overhead and technology fatigue. So the solution I look for is maximizing player knowledge of the situation while minimizing that overhead.

You are playing a FKR game of Star Wars: Clone Wars.* Your character says something based on what you think is reasonable for your character to know about the world from their in-world perspective, e.g., based on your roleplay, you think your clone trooper knows about or has heard rumors of the Bad Batch. Your GM disagrees. What then? Do you ask for the GM's permission to know it? Do you try advocating for your character to know it? I'm curious.

If you go on the FKR discords, such things are constant topics of discussion. That is, it's not that people who enjoy that playstyle are blithely unaware of the potential pitfalls. They choose to respond less with mechanics and more with discussions about technique, per the above. In other words, it's an art not a science. I think this is why so many games start by defining a RPG as a conversation; the back and forth establishment of consensus is an inherent strength and weakness.

FKR appears to be a controversial topic, so let's take two non-FKR games and see how they handle things.

1. World of Dungeons . Here are the resolution rules in their entirety:

ROLLING THE DICE
When you attempt something risky, sum 2d6 and add one of your attribute scores, based on the action you’re taking. (the gm will tell you some of the possible consequences before you roll, so you can decide if it’s worth the risk or if you want to revise your action.)

A total of 6 or less is a miss; things don’t go well and the risk turns out badly. A total of 7-9 is a partial success; you do it, but there’s some cost, compromise, retribution, harm, etc. A total of 10 or more is a full success; you do it without complications. and a total of 12 or more is a critical success; you do it perfectly to some extra benefit or advantage.

SkILLS: if you have an applicable skill, you can’t miss. a roll of 6 or less counts as a partial success, but with a bigger compromise or complication than a 7-9 result.

THE DIE OF FATE
Sometimes the GM will roll the die of fate to see how the situation is established. low numbers are ill-fortune, high numbers are good fortune (or at least not misery). the die of fate might be rolled to establish the weather, indicate a random npc’s general attitude, or to determine if a wandering monster appears. the gm may also roll the die of fate if the pcs take some action for which sheer chance is the only factor in the outcome.

These rules are yours to bend to your will! You may find it natural to expand, redact, and modify them as you your game goes on. We advise keeping an open mind and lively discussion of possibilities at the table.

2. Wanderhome. I would describe this game as "Play Vibes not Rules." It is a 300 page book that has about two pages of mechanics, and even these mechanics seem begrudgingly added. It does have some more pages on safety tools, which I think function as mechanics in a way, because they prioritize making sure everyone is ok with the fiction as it moves forward. I don't think that it's a game that's big on GM authority, in part because you can play it without a GM. Again, a ttrpg is a conversation. Here, all the players have to get on the same page, and perhaps do so without a GM figure. The rest of the book consists in prompts, setting material, and aesthetics that help the group do just that.
 

What the heck... I'll try answering these... :)

1) You know they are gnolls, the GM knows they are gnolls. But if the characters don't... then just act as you would coming upon creatures you are unfamiliar with and react to what they do (if anything). What difference does it make if you the player know about their mating habits or where they lair or that in certain settings they are demon-worshippers? You just react to these things as if you know none of it and gather information as you would with anything else.

2) Anything in the Eberron books about House Cannith you have read is probably fair game except for the obvious "secrets" the book tends to be pretty clear about. So if you drop an NPC name or two while roleplaying with the DM, there shouldn't be any problems-- unless of course the DM is being a real jerk about it. But for my money... if the DM isn't going to use the wealth of material already written about Eberron and House Cannith and say Yes to whatever bits and bobs you drop in while roleplaying... why the heck are they bothering to use an already-established setting with already-established setting material? There is plenty of "secret Cannith information" they can just make and add to what has already been established, rather than invalidate and re-write everything just to keep you the player in the dark.

3) I would ask the DM "Does this information I'm throwing in actually invalidate some secret changes you have put into the campaign that we will be finding out about? Or are you saying No just because I know something about Clone Wars you don't?" And if the DM says it's the latter, then you tell them to get the F-- over themselves. We're all playing in a Clone Wars game because in theory we all like Clone Wars. So don't get pissy that the players you invited to play the campaign happen to know more about Clone Wars than you.

Basically, from my perspective any DM worth their salt if they choose to run a game in a pre-established setting will use what is in the setting and be actually happy their players cared enough to research stuff for their own character in the setting. I can't speak for anyone else... but I know that putting in that kind of effort ain't the case for almost any of the players I play with-- I'm always having to guide them during chargen to find ways to actually tie their ideas into the setting rather then just making generic stuff. So if a player actually came to me having looked through the Dragonmark Houses info I sent them prior to starting my Eberron game? I'd go along with almost every damned idea they'd come up with caused I'd be so shocked they actually took the time to work it out!

But I can certainly understand that if you have no choice but to play D&D games with schmucks behind the DM screen as that's your only option if you want to play... then yeah, you might get negged on occasion. But at that point, beggars can't be choosers, can they? If that DM wants you to pretend you know nothing whatsoever about D&D in order to act the part of a completely unknowing and wide-eyed babe in the woods... then just go along with it. Take it as a challenge to see how well you can make absolutely not a single assumption about anything. Let the DM force-feed you all the information and see what comes of it. Either that, or just don't play at all. Which way is going to be better for you?
And this last paragraph illustrates why MMI is used -- it clearly describes not only how the system allocates this authority but also how a large swath of players (GMs included) expect how it should be handled -- "ask your GM."

This isn't to say this is bad play; it can be highly enjoyed play. It is, however, showcasing the authority structure whete the GM is the gate through which play occurs.
 



So Mother May I is more likely to happen when there's poor communication??

I’d agree with that.

I pulled a MMI in my last session unintentionally. In the dungeon crawl they are in, when they open one door, all the open doors behind them close.

In the room they entered, there was a lock puzzle that only works after you close the door behind you. The players were getting rather frustrated because they couldn’t get the puzzle to work because they hadn’t closed the door. I allowed some checks and dropped the hint that they needed to close the door.

Player then commented that the doors had always automatically closed before and had never thought that this one hadn’t.

It was a pretty minor thing and not a huge problem but it does nicely illustrate a situation where the dm and the players are just not on the same page because of information. On the vtt, you could clearly see the door was still open and I never said the door closed but, obviously there was a miscommunication that led to a sort of pixel bitching MMI situation.

So yeah, I blame myself for that. I was standing firm on some detail (closing the door) that I really didn’t have to.
 

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