Then perhaps the issue is that I'm not following how the structure of the game placing the vast majority of authority on the DM makes it so a GM can easily fall into Mother May I without realizing it. It is true that the DM in D&D has the vast majority of authority, but it's not clear how that authority morphs into the GM doing Mother May I, and doubly so for doing it and not realizing it.
*Unless your position is that strong DM authority always necessarily produces Mother May I, but I don't believe that is your position.
I'm looking at it as it relates to the outcomes. A player indicates what they want to see happen by declaring an action for their character. How is the outcome of that action determined?
You described the basic play loop below.
The basic play loop.
The DM describes the environment.
The players describe what they want to do.
The DM narrates the results of the adventurers' actions.
Where in that do the players have to ask for or await the DM's permission to describe anything that they want to do?
Between steps 2 and 3. It's not about being allowed to declare any action they like. It's about the actions they declare being allowed to be effective.
As I've said, when we look at combat actions, we are fully aware (or should be) of what is happening between steps 2 and 3. The player is making a roll, the DM is comparing the result to the target's AC, and then they declare if the attack was a miss or a hit and then tells the player to roll damage.
There's no ambiguity there. Not unless the DM abandons the rules and just starts narrating results at whim.
With non-combat actions, however, there is a whole lot of ambiguity between steps 2 and 3.
IMO, such a process is clear cut. Just because a process has a step for DM Judgement in it doesn't make it an unclear process. IMO, what you are interested in is not a clear cut process but a process with no DM judgement.
It's not the DM judgment that makes it unclear. It's the mechanics of the game. Do you think if you poll several people about how to adjudicate a social action like trying to get a guard to turn a blind eye to some PC-related shenanigans, you'd get responses that are consistent? Would they be anywhere near as consistent as if you polled several people about how to handle an attack on the guard? Or a spell cast at the guard?
They won't be. Because the actual process is far less clear. The NPC doesn't have some kind of social saving throw to roll against such attempts. What would likely be brought to bear, if any roll is allowed at all because the DM can just declare the attempt a failure, would be some kind of Ability check for the PC, with a skill applying.
In such a case, here's what happens between steps 2 and 3.
- The DM can declare the action is impossible, and the attempt fails outright. A DM can also declare the action is automatically successful.
- If the DM decides the outcome is uncertain, a roll is typically called for. The DC of such a roll is set by the DM. The applicable Ability and Skill are decided by the DM.
- The applicable traits of the guard that may shut down a roll or may inform the DC are decided by the DM.
- Environmental factors are decided by the DM.
- The DM also has the authority to apply Disadvantage or Advantage on the roll. Many would also claim the DM can further alter the results, if they decide to.
- The DM then also has complete authority to declare what happens on a success or a failure; they can make a success less potent or a failure more severe based on whatever criteria they want.
Taking all this into consideration, the question is "Can I convince this guard to ignore what we're up to?" Filtered through the process above, is it really surprising that many may consider this "DM, may I convince the guard to ignore what we're up to?"
Again, compare to combat and spellcasting where the DM has far less input on the outcome. If I exceed the AC with my attack roll, I hit. If the guard fails his saving throw against the spell, he's Charmed.
Do you know why they usually bring that up? Because someone that wants no DM judgement in the D&D resolution process is complaining because the DM evaluated the genre, setting and current conditions and determined that despite the rules text that in these specific circumstances something works differently. An example, does fireball work the same way underwater?
Again, no one is saying there should be no DM judgment in the game. I agree, this caveat in the rules is more for edge cases where how the rules apply is unclear. In such cases, the DM needs to figure out how to make the situation work. That's a perfectly reasonable application of DM judgment.
However, many cite that caveat actually grants the DM the ability to alter or ignore any rules they like for any reason. I think that's an overly broad interpretation, and absolutely places things into Mother May I territory. I don't even know how it can be argued otherwise.
So if we accept that this caveat is not about granting the DM absolute authority, then we must accept that the rules have authority.
That the rules should work as we expect them to work, barring some form of exception.
The game is premised on the DM making judgements and rulings based on the fictional position and that's implicit if not explicit in the rules of the game. If the DM is doing that then it's not clear how unsatisfactory play occurs due that that funneling all decision making through the DM. I'd even go a step further and argue that if the DM is following that basic guideline that the kind of unsatisfactory play you are concerned with here will not occur.
What is unsatisfactory is subjective, so I'm describing what I see as the possible problem.
I think that there are plenty of GMs who will interpret things in a manner that is in good faith, but yet can still lead to the kind of play I'm describing as unsatisfactory. The books describe the DM as the "primary storyteller" and that they "make the adventure" and so on. All the phrasing is about placing the DM's ideas above others. About the DM predetermining many aspects of play.
Interesting. I'd love to hear some actual examples of Mother May I from your recent group. I think old school D&D was prone to Mother May I play. Some Gygaxian advice seems to specifically call for the gotcha playstyle that tends to lead to that feeling. But modern D&D is pretty far removed from that.
In a thread from a couple months back, I shared an example of my Folk Hero Ranger attempting to avoid the evil Duke's men by taking shelter with the common folk of a town the PCs were in. The Duke's men were hunting the PCs and we knew they were on their way to the town. I used the Folk Hero feature to gain us shelter.
My expectation was that we would avoid an encounter with the Duke's men. The DM instead decided that the Duke's men learned of our presence and surrounded the farmhouse where we were hidden. His reasoning was that my use of the ability let us get a full rest, and so he felt he honored my action. But he still decided a battle was going to happen.
He wasn't specifically trying to undermine my idea... there was no ill intent... but it was unsatisfactory for me because I didn't feel that my choices mattered. His decision was about preserving his plans more than about allowing my choices to meaningfully influence the events of play.
I think it's very possible. However, being very possible is not the same thing as a good well meaning DM being easily able to fall into it.
I mean, if it's possible, then I don't see how it can't happen. It doesn't take ill intent. It can happen by accident.
PHB: One player, however, takes on the role of the Dungeon Master (DM), the game's lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers' actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can he exciting and unexpected.
I don't see how this in any way warns against Mother May I play.
PHB: Your DM might set the campaign on one of these worlds or on one that he or she created. Because there is so much diversity among the worlds of D&D, you should check with your DM about any house rules that will affect your play of the game. Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world.
This reinforces the idea of Mother May I. It's explicitly directing players to ask the DM for permission.