Just to invert this:I agree to the above. MMI is usually just used as a slight at people who think the DM is the arbiter of the rules.
I am having a hard time to stay diplomatic here..
lets say, some players want hard and fast rules to resolve any possible situation, some are more happy to have a dialogue with the DM.
I don't see how that's an improvement.Call it "Begging the DM"
A lot of the time it's not that the rules or lack thereof creates the problem - it's the ambiguity is handled poorly by the dm. If the dm is always consistent and fair in their rulings, MMI is rarely complained about. But the fewer rules the are, the harder it is for a dm to remain consistent and fair. lack of rules allows for MMI.That's what I thought. So it's simply one's preferences for heavier rules and less referee authority couched in a snide dismissal of the reverse preference, i.e. rules light games and referee authority-based play.
It had nothing to do with how people like to play. It's about a design philosophy.It’s just a label people use to trash talk how other people play.
That's a good point. I've been in games where I've been constantly confused/mistaken about the setting assumptions, just because it was a very well worked out setting in the DMs mind and we didn't have access to all that info.Action resolution has been well covered here, so I will address some setting concerns that make me feel like I basically have to ask permission to do things.
For me personally a player character's connection to the setting essential. If I am ask to play an itinerant wanderer, man with no name type where I am constantly a fish out of water that adds to the sense of "Mother May I?" to me. I want to have resources I can depend on, information I can have confidence in and reliable means of gaining information I lack. That means real allies, real contacts and some measure of authority/responsibility. I need an actual context that I can operate within and leverage so I don't have to spend an inordinate amount of table time focused on finding information about how the setting works.
I want to spend my time acting on the setting, not trying to suss it all out.
When someone speaks of "freeform" roleplay, I think of the freeform Dragonriders of Pern RP I used to do when I was in middle school/high school. Where it was all text, and the site moderators only had power in the sense that they adjudicated uncouth behavior and set up the semi-contest-like bonding events. There were no mechanics to play--it was totally, exclusively "the fiction" as Dungeon World would put it.Hmm... "genuine freeform"? I think the FKR folk feel their freeform is genuine. I'm not really FKR, but I "GM" freeform. I think my freeform is genuine. I've never encountered identical role / identical authority freeform.
Well, when you call something "freeform" but it actually has mechanics, yeah, I'm going to get very confused. How can it be free of form (or free in form) if there actually is an invisible rulebook? Especially one you literally aren't allowed to know, because the whole point with FKR (as I have been given to understand) is that they binned any visible rulebook that might exist, and went full-bore for "the rules are whatever the DM says they are, whenever they say it."I guess we see this in a worlds-apart way![]()
See above. I take the term "freeform" rather more seriously than most people, apparently. If it has actual rules that need adjudication, it's not "freeform." It may certainly be rules-light, or those rules may be (trying for charitable phrasing) adjudicated only at DM discretion, but it is not free of/in form.Yeah, that poster's notion of what "genuine free-form" is doesn't mesh at all with my experiences of free-form.
Which, as I said above, is the problem: an inherently unequal distribution of power and invisible rules that cannot be referenced other than going through that authority and zero responsibility that can be expected of that authority because the invisible rules are only what that authority decides they are at any given moment, nothing more, nothing less.And FKR isn't always free-form. FKR games absolutely can and often do have rules, though they're typically minimalistic rules. They most often defer to the genre and setting that the game is set in. And FKR most definitely has a referee with authority. That's the basis of the style of play.
Not surprised to see this particular retort again. Disappointed, to be sure, but not surprised.How do you define “mother may I” in reference to D&D 5e?
You don’t! It’s a pejorative phrase that assumes a hostile and adversarial DM.
If you need a rule system that protects you from the DM then get a new DM… because rules will never be enough.
And weirdly, those two are not mutually exclusive.Some dm's want to keep control of the whole game, other are happy to have a dialogue.
Or the players cannot abide ambiguity and complain, despite ambiguity being a thing we all have to deal with. Ambiguity in the game sense can be used to reinforce the ambiguity the character would actually feel in a situation. Like the example above about a fish-out-of-water character who should be feeling ambiguity being run by a player who doesn't like ambiguity. Nordic Larps call this bleed. When the emotions of the player or character bleed from one to the other. Your character feels ambiguity and you as the player feel ambiguity. The solution out of character is the same as in character, ask questions to understand things, to learn about the setting so that the sense of ambiguity is decreased. It's bizarre to me that players want to know more than their character can ever know before they sit down to play. I mean, where your sense of adventure or sense of discovery? Play to find out, right?A lot of the time it's not that the rules or lack thereof creates the problem - it's the ambiguity is handled poorly by the dm.
As expressed up thread, the mere fact that the referee is permitted to make rulings at all is enough to get the game described as MMI by some.If the dm is always consistent and fair in their rulings, MMI is rarely complained about.
That's not my experience at all. Quite the opposite in fact. The most fair and consistent referees have run games using the lightest of rules systems. You get on the same page in regards to the setting, genre, and expectations and stick to them. It's infinitely easier to do that people think. And far easier to do than have everyone try to memorize a 350+ page rule book to make sure they're all on the same page.But the fewer rules the are, the harder it is for a dm to remain consistent and fair. lack of rules allows for MMI.
Hard disagree. It's not the feeling evoked by the referee keeping the players on the rails, it's that the referee is negating the player's agency to guarantee a specific outcome.CF Railroading (in its most negative sense) isn't when there's a defined path the dm wants players to follow - it's when the tools used by the dm to keep players on the path feel arbitrary and unfair. If the tools used are subtle, fiction-consistent or just accepted as part of the game by the players it likely won't get called railroading.
Just to invert this:
Some dm's want to keep control of the whole game, other are happy to have a dialogue.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.