James Gasik
We don't talk about Pun-Pun
If someone every tells me that some bs action is "what their character would do", I always ask them why they decided to make their character a total jerk.
I'm partial to "that's nice, but you aren't playing a pregen & made that character yourself right?" Usually followed by a phrase like "that was a question... The rest of yall notice Bob did x with your characters ".If someone every tells me that some bs action is "what their character would do", I always ask them why they decided to make their character a total jerk.
This is one thing that made me appreciate the concept of a single Room or Encounter DC used by Index Card RPG.Player has a 17 Strength, but needs to jump a 20' wide chasm. Rules say you can jump farther by making an Athletics check, but gives no DC's.
DM A says: "you can make the jump with a DC 5 Athletics check."
DM B says: "....DC 15 Athletics check."
DM C says: "....DC 25 Athletics check."
DM D says: "It's impossible, you're wearing full plate armor and have 100 lbs. of gear."
None of these DM's are wrong, by the rules. Each of these rulings is equally supported.
The fact that a person's experience with 5e has so much table variance never felt like a good thing to me, since it means if you play under multiple DM's, you can never really know what to expect.
It's possible that some people perceive MMI as a pointed criticism against their style of play because their style of play has a fairly hefty number of "specific instances of play" that they recognize would qualify as MMI according to definitions offered by others.
MMI is the feeling that you cannot accomplish ‘anything (or nearly anything)’ without the DM’s permission. There are many causes for this feeling, many of which can already be described by other negative game terms (ex: railroading).
As a feeling MMI is subjective and so different people will experience it in different circumstances. Some games may even be more prone to having circumstances that more people will experience as MMI than other games. Also, some people will be more prone to feeling MMI than others.
Like, if there is no binding rules or constraint on the GM, but instead it really boils down to them just saying yes or no, that's pretty much MMI. It's entirely up to them.
This has come up again and again, so here’s a thread about it. 5E players and referees, how do you define “mother may I” style play?
@Aldarc called attention to a point that I'd like to follow up, they said
To me, this highlighted that we have two distinct definitions emerging in this thread. One has it that -
That definition is met with another that characterises a style or culture of play as MMI -
My take on how to define MMI.
MMI is the feeling that you cannot accomplish ‘anything (or nearly anything)’ without the DM’s permission. There are many causes for this feeling, many of which can already be described by other negative game terms (ex: railroading).
As a feeling MMI is subjective and so different people will experience it in different circumstances. Some games may even be more prone to having circumstances that more people will experience as MMI than other games. Also, some people will be more prone to feeling MMI than others.
Like, if there is no binding rules or constraint on the GM, but instead it really boils down to them just saying yes or no, that's pretty much MMI. It's entirely up to them.
Under this view, where one participant decides the result of what another describes without express constraints, then that is MMI-prone and preferences do not change that. I think I grasp it correctly when I say that in this view, MMI-proneness is a fault. Many FKR games and all freeform RPG in this view will be MMI, and systems that don't adequately constrain are also MMI (or such parts of those systems as do not, such as 5e ability checks.)
So in both cases, MMI is not a good thing. But the way in which it is not a good thing could not be more different.
- Under the first, MMI is a negative experience that emerges in interactions subject to the experiencer's preferences
- Under the second, MMI is intrinsic in the terms of the interaction itself, i.e. it is objective
Going forward, I will call these the subjective and objective definitions of MMI. One place they have common ground is that they are agreed that MMI is an undesirable negative that worsens play. Something I find very striking about the objective definition is that those who hold it quite reasonably resist or do not emphasise MMI as a pejorative: a system or way of playing simply has this quality... how can that be pejorative? Hopefully it is easy to see how that is at odds with the subjective definition, in which having agreed that MMI is an undesirable negative, labelling their favoured play with it feels offensive.
For me, the hazards in the objective definition are all too obvious. I think we are always on risky ground when we seek to cast something cultural as objectively good or bad. The least one can say is that if we accuse a culture of missteps, we are in for a very difficult conversation and must at every turn seek to set aside or question our own preferences. So that just because say, we do not want a story told to us by another participant, that does not mean that folk who do are in the wrong. We may dislike the GM negating a player's tactical and thematic input, but that does not make it true that everyone else without exception also dislikes that.
I feel confident in saying that cultures vary this widely, because it is easy to find testimony that they do. It's easy to find FKR culture discussion of doing away with constraints. Some advocates argue that "No designer and no judge has any right to come to your table to tell you that you’re doing it wrong. The methods you find to work for you, to portray and play your worlds are the right way." Whether or not we agree with such views, we can acknowledge their existence.
Hence, as you can probably guess, I favour a subjective view. In doing so, that does not mean that I necessarily aim to refute ideas of say normative cultures that we're part of or interested in, rules, or techniques and principles that reduce the likelihood of MMI for folk in one or more cultures that we are thinking of. And perhaps that is what those who seem to take the objective view are really thinking about: that which in their experience has been normal. By no means an unreasonable position, even if when I think about MMI objectively I feel forced to define it as subjective. Suppose I like pears, handing me the best possible apple won't satisfy that like. But suppose I, like many folk, enjoy apples, then of course we can have a conversation about what strain might best please us.
I can agree with that.Yes, this is the point. It's not complications that make something Mother May I. It's how the complications are determined.
If the player gets to declare something, it's not going to be called Mother May I.
If the system (rules and dice) determines the outcome, then it's not going to be called Mother May I.
If teh GM decides, then it may. It may not... I'm not saying this must be so. But this has to be present for Mother May I to even be possible.
I still think Mother May I is a people problem. A DM prone to such abuses will engage in it and the others generally won't. I say generally, because some new DMs might do it a bit in the beginning out of ignorance, but will grow out of it when they realize that it's an issue.How are these things determined? There are different methods, for sure.
The more of these decisions that are just put into the GM's hands, the more likely Mother May I will be a concern.
This I'm less sure about. In combat the DM decides the ACs of the creatures you are fighting, their hit points before the fight, whether situations give you advantage/disadvantage, whether you can hide or not, if there are any positive or negative situational modifiers to your roll, and so on. There is quite a bit of DM decides stuff in combat.Players may ask for exceptions, yes, but that was not my point. My point is that standard requests that players may make are just as subject to this "GM head game" as the exceptions are.
I'm thinking again of combat and spell use. GM judgment generally doesn't come into these, except perhaps at the design stage. But when the player declares their action, the GM simply applies the rules and we know what happens.
Aside from combat and spells, there is very little of this in 5E.
Sounds like you are trying to say what I’ve been saying the whole thread, there are certain grounds where the DM should go against the rules and certain grounds where they shouldn’t. You provided 1 good example in your post above. IMO.
I doubt we all will agree on what precisely those grounds are, but no one is arguing the DM should on a whim ignore the rules. There should be a good reason, often based on the fiction not aligning to genre/setting expectations due to the game mechanics producing fiction against those expectations in this situation. But possibly also around game expectations - 3 of my 5 players are getting bored due to their being no combat this session, should the dm here do anything to help combat occur, after all it is his players happiness he’s interested in?
My experience(admittedly limited) with those kinds of flexible rules is that generally those rules that cover lots of situations don't cover them completely. So if a rule covers 4 situations, it might cover one of them 100%, another of them 85% accurately, the third 75% accurately, and the last 80% accurately. I'd rather there be 4 different rules and cover all of them better. Or leave it to the DM to make rulings.I mean, there is at least one other alternative beside "precise and specific rules for every possible occurrence" and "rules that leave large gaps." That being, rules which are flexible, which cover a space of situations rather than each individual situation separately. Such things, which I call "extensible framework" rules, accept that the rules are an abstraction and leverage that abstraction to cover most things. The attack roll, for example, is an extensible framework that can be used for its standard purpose (determining if a physical or magical blow strikes its target), or for a variety of other purposes in the loose category of landing something, connecting, or otherwise featuring accuracy with physical or magical objects/entities in motion. E.g., a lasso can be handled as a ranged attack roll. That extends (hence "extensible") the underlying rule structure into areas that logically apply but which might not have been specifically intended initially.
A rule system built on robust, well-tested extensible framework rules can cover almost everything one might wish to cover, so that needing to go completely off into the weeds is only necessary in unique or special circumstances. The players and DM thus reap the benefits of a reliable and consistent ruleset while simultaneously retaining the ability to adapt to the unexpected and, in truly unforeseeable situations (which will happen, don't get me wrong), the freedom to decide how things should work.
I can agree with that.
I still think Mother May I is a people problem. A DM prone to such abuses will engage in it and the others generally won't. I say generally, because some new DMs might do it a bit in the beginning out of ignorance, but will grow out of it when they realize that it's an issue.
This I'm less sure about. In combat the DM decides the ACs of the creatures you are fighting, their hit points before the fight, whether situations give you advantage/disadvantage, whether you can hide or not, if there are any positive or negative situational modifiers to your roll, and so on. There is quite a bit of DM decides stuff in combat.
I think that as long as the DM is trying his best to be fair and not violate the social contract, Mother May I will not exist.