To me, supposing that it's actually degenerate and they just haven't noticed, seems less probable (and less productive) than supposing that folk have differing preferences... something we know to be true in practically every other form of cultural activity!
I'm not saying they haven't noticed. I'm saying that either it happened and it wasn't egregious enough to bother, or they experienced it but couldn't identify what the issue was, or they
did understand what the issue was and deployed a coping strategy to deal with it.
Because
this theory explains things like Tetrasodium's frustration over being a DM—explicitly the one with all the power in your theory—and yet feeling powerless, browbeaten, and coerced into never doing anything merely
disliked for fear of player revolt. It explains how a game can be so thoroughly DM-centric and yet leave DMs feeling "depowered" (Tetrasodium's term), feeling bludgeoned by the social contract, "if you don't give me everything I want you're a MONSTER" type stuff.
As far as I can tell, your view is incapable of explaining how a DM could fall into such a situation, other than by airily waving it off as "oh that's just different preferences, the game itself has
nothing whatsoever to do with it." Which is, as I said, a sticking point: I am simply not going to accept any position which refuses to grant a meaningful consideration of the structure of the game itself. Play-culture and participants matter, I recognize that. But game design does too. Game design is one of the most important factors for what kind of play-culture develops, and participants (and their preferences) often change contextually dependent upon game design. When I play 4e, I only "optimize" to the extent of trying to do my job well or trying to mitigate any weaknesses I have knowingly taken on (e.g. I like playing Paladins with 16 Str and 16 Cha as their post-racial starting stats, because that gives me higher secondary stats, so I compensate by using accurate weapons and attacks.) I do so because 4e is balanced and teamwork-focused. When I play PF1e, I go balls-to-the-walls gonzo, because the system isn't remotely balanced and is absolutely focused in juicing up your personal contributions, not on teamwork nor synergy.
And to directly address the thread title: this position, which to me you seem to keep coming back to, is how I would define "Mother May I" in 5e D&D.
Extremely well said. Only quoting this last bit to keep things shorter.
There's no doubt in my mind that players who have such feelings are going to experience MMI. Now consider a player who experiences the same stimulus (above it was the DM placing an antimagic field), but instead his feelings are more like one of the below:
- It makes sense this would have happened
- I love how the DM has crafted a world that's challenging and surprising to me
- I trust there are good reasons I'm not yet privy to for why the DM blocks me
It's hard to see this player experiencing MMI - or if the claim is that MMI occurred for both, then reactions to it are going to be fundamentally different.
Note, though, that only one of these things actually rests on player preferences or culture of play: "I love [what the DM has done.]" Both of the other two are specifically about the DM constraining herself, active actions on the DM's part. One is by scrupulously sticking to what makes sense, which is one of DW's Principles: "Make a move that follows." (It's also connected to others, e.g. "Start and end in the fiction," and to more general stuff like "exploit your prep.") The other is self-restraint by way of getting, and keeping, player trust, coded into DW rules by such things as the direct admonishment to obey the rules (DW
does not have a Rule Zero), and written into the Principles and Agendas with stuff like "Be a fan of the characters" and "Play to find out what happens."
So...you basically seem to be admitting that the DM needs to be running the way a good DW GM would run, but they do so
as they like, with no guidance or assistance for achieving that, and no guardrails to keep them on the path. It is that "as they like" which is my problem, and the rather dogged insistence that the presence of this stuff (principles etc.) actually in the rules
never ever has any impact on the experience of play, that bothers me about the "perception-centric" model.
As an old-timer, this reads like "Why did so many players put up with hyperauthoritarian GMs?" as was expressed about a lot of GMs in the early part of the hobby, and the answer is pretty much the same:
Because they figure that's just how it is, don't like it but still want to play, and don't think they'll get anything different elsewhere.
Indeed. Ignorance of an issue is not required for putting up with said issue even when one truly does have an issue. It can be a host of reasons.
I know "no gaming is better than bad gaming" is a common view, but for many people, depending on how how bad "bad" is, that's simply not true; they'll put up with things that annoy them significantly because they still get enough value out of gaming to do so. Its easy to forget that just because something isn't a deal-breaker for someone, doesn't mean it isn't a problem.
Yep. I've said pretty much exactly this, though perhaps not as concisely!
In D&D players do not have to ask the DM's permission to have their PCs try or do something.
My experience of 5e and the experiences I have heard of from a great many people indicate that it is in fact played this way, where the DM expects players to always ask if they are allowed to do things. This is why every single advice thread started by a player gets a warning to "ask your DM." Because asking one's DM is in fact required.
Yes I am. Except that it's not "my end." The social contract is both sides. That's why it's a CONTRACT.
Except it isn't. Did you, or anyone,
sign it? Agree to it before witnesses, in the case of oral contracts? Does it have clauses and definitions and prescribed behavior, with penalties for failure to behave as such? Does it have proscribed behavior, with penalties for engaging in such behavior?
This is the fundamental flaw of social contract theory. It tries to apply an area of law and philosophy built around explicit definitions and explicit consent, but uses something presumed, undefined, and (most importantly)
not actually involving explicit consent. You cannot be bound by a contract you never explicitly agreed to! That's literally one of the most fundamental concepts in contract law.
It doesn't matter what they think. The social contract is more binding and important than any rule in the game and violating it a greater offense to those playing. DMs that violate the social contract are bad DMs and will lose their players.
I agree that it is more binding and important. But did you actually talk it out with them? Did you specify what parts of the agreement were or were not present? Because if you didn't, if you left it up to interpretation, or (so-called) common sense, or (so-called) respect, or whatever else, then yes, it DOES "matter what they think." Because you entered with
your expectations of what should be in that contract, and they entered with
theirs, and neither of you actually confirmed that those expectations were the same. Yet you handed over trust and authority to them anyway.
It's possible some participants would be fine with that and see it as all very parsimonious and rule-abiding, and that just the same other participants will with perfect justice by their lights see it as egregious.
Again, this emphasis on perspective
über alles seems to completely dismiss any part that game design could even possibly have, and fails to address the issues brought up by Tetrasodium and Malmuria.
If the GM allowed me to pick the background, and then decided after play began that there are no commoners… well I’d say that’s just about the most extreme instance of MMI that I can imagine.
Yep, absolutely. This is covert MMI, pretty cut and dried,
especially if the DM knew that there would never be any commonfolk in his game. It strains the bounds of credulity that one could run a D&D game with even a remotely "typical" tone (fantasy adventures in pseudo-medieval faux-Europe) and yet
purely by accident never have even a
single commoner appear in any context that could be useful to the player. Either I am expected to just meekly accept that the DM
totally accidentally neutered an important choice I made, or...what, leave? Or else, as noted, push back, make demands, actually try to enforce the social contract in the open.
This reflects a pattern I've seen a lot here. There is a degree of mandated trust expected in almost all of these conversations that I just don't believe is warranted. If you intend to be a dungeon master, you must
earn your players' trust, and you must
maintain that trust. You cannot then turn around and say, "come on, don't you
trust me?" Trust cannot simultaneously be something earned and something demanded.