A normal situation is that principles are also in play. So most likely MMI represents DM-curated + some shortfall in those principles, of the sort you are describing. For example, among those I uphold when DMing D&D are
- Apply the game rules
- Say what the rules mean and stick to it
- Have no hidden rules
The rules will not cover every case, and there is our fiction to consider: what we know to be true. In another discussion I put forward that 5e is silent on what principles each group will put in force for themselves. I believe that is intentional, with a view to embracing a wide audience.
These principles may actually help prevent play from becoming Mother May I, I agree. They don't appear anywhere in the published rules. I expect you've come up with them over your time playing RPGs and have kind of culled best practices for you and your group.
I agree that the ambiguous nature of the rules is largely intentional to allow multiple interpretations that can lead to different kinds of play. I think that ambiguity... while having the positive effect of reaching a wider audience... has the negative effect of being vague and imprecise in ways that can be detrimental to play.
If I read your comment here correctly, then I would agree with the intuition that where one participant is legislated in the game text to have greater authority over agreeing what becomes true then that could create a vulnerability. My thought is that the divider is the principles they habitually bring to their table. That this explains why some groups (e.g., those in my experience) do not experience MMI (degenerate exercise of a right of agreement).
To some extent I read @hawkeyefan's critique as pointing out the omission of those principles from the game text, which as noted above I believe is intentional and perhaps serves a useful purpose (i.e., one accepts the possibility of degenerate play just because it makes the game work for more people.)
Yes, the lack of specific principles and guidance on how to avoid Mother May I is my main criticism. I think that you pretty clearly describe it in that "the possibility of degenerate play is a risk worth taking to make the game work for more people".
I think it is six of one, half dozen of the other. On the one hand, “rulings not rules” gives DMs the encouragement to empower their players. Compared to 3.5, there is no rule that the Folk Hero background gives you advantage on your Investigation check to find out what’s bothering the common folk, and including this tupe of circumstancial rule would make the PHB overly long and unwieldly.
The flip side is that a player cannot invoke defined, concrete rules against a DM that minimizes the usefulness of the Folk Hero background.
Since both sides are a direct consequence of “rulings not rules”, I am uncomfortable only referring to the second as MMI.
This is why I don't consider the approach of "rulings not rules" as synonymous with Mother May I. I think "rulings not rules" has its benefits, and its place. I think Mother May I is a risk associated with such an approach.
I don't want or expect codified rules for every single thing. The GM can and should exercise their judgment throughout play. It's when and how and why that matter to me.
The way I parse these sections of the DMG is this. Some of the rules are labelled expressly "optional". Others are labelled expressly "variant". Others, like the social interaction rules, are not labelled. So that
It seems your post may have been cut off here, but I'm not sure. I think this is an interpretation of the passages. And while it's one I may understand, I don't think it's the only interpretation.
Again, as you've pointed out, I think they left things very open to interpretation intentionally.
This is an observation about the frequencies of checks depending on chosen DMing style (DMG236), not the optionality of the rule.
I think it's clearly more than that. It's also advocating handling it by total free form roleplay or by handling it with Charisma checks, or some combination of the two. Same as "The Role of The Dice" section. You can go with this end of the spectrum, or that end, but most people are somewhere in the middle! Do what's best for you! It's incredibly skimpy advice.
If I opt to handle a scene entirely through free form roleplay, then I'm opting out of using the structure described.
This is a reminder of the priority of roleplaying - it's in every aspect of the game (PHB185) - and is not about the optionality of the rule.
My complaint here is not about keeping the roleplaying involved, but instead about advocating keeping the structure of play hidden from the players. This would appear to run contrary to the principles you cited at the top of the post.
I think the rules in the DMG are for more advanced play. Consider for instance the simpler PHB174 rule on ability checks with the advanced DMG237 rules. After all, the game text one needs to have absorbed at that point runs into hundreds of pages.
Again, this is an interpretation. And while it's a perfectly fine one, not everyone will share it, which is what may cause conflicts.
Please recall that my position is that I resist a straight conflation of MMI with "one person deciding." If MMI just means "one person decides" then as @FrogReaver pointed out, it becomes tautologically true in every case where one person decides.
You cited several different sources of authority in your examples, not just one.
It is more important to my mind to consider my stepped-up example, of using Intimidate. What are your answers to those two questions, replacing Religion with Intimidate?
I'm glad you brought this up... I had actually meant to respond to it and neglected to in my last post.
So if a player asked this of me, I'd say "How does Intimidate apply here?" and then see what they say. If they didn't have a reasonable explanation, then I'd ask "So do you think it's more that you're trying to Persuade the deity? Or maybe Bluff them?" and see what they thought of those. If they did come up with a reason for Intimidate, then I'd take that into consideration. I'd say something like "Okay, that may work, but the DC will be 5 higher because you're a mortal trying to intimidate a deity, and if you fail, you're going to have a god angry with you. Do you want to proceed? Or do you want to try a different approach?"
Something very much like the above. There's give and take involved. There's a discussion where we sort things out and come up with a way forward. At no point am I just shutting down their idea. If I did so, I'd never hear their idea on why intimidate might work... and why would I not want to hear that? Which brings us neatly back to...
What would you say is preserved by saying no outright to this request? What do you think it costs?