D&D General How Impartial a DM Are You?

I would say i'm cognoscent of my biases. My goal as a DM is providing fun and curated experience for everyone at the table. My guiding principle is always: Will this be fun or will this kill the mood? I will fudge things behind screen for the sake of pacing and drama, while still rolling everything on the table in the open.

In some type of games, i will switch to "adversarial DM" in a sense i will try my best to beat them, but my decisions are based on game world logic.
 

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But you didn't say that. You said following the rules was actively worse.
I was talking about my game. Not yours. Not anyone else's. Mine. You chose to respond to me stating that what I was doing for my game was not necessary and that I could do something different. Why would you possibly think that I would care that you thought I wasn't playing the game in a way you thought it should be played?
 

I don't necessarily disagree with any of this, but where you talk about people being bound by the rules and seem to mean what people generally do when they refer to rules -- a set of formal, written strictures -- the "rules" that I aim to adhere to and consistently apply are more abstract -- they're an understanding, shared with the players, as to how the world works. The physics of the fictional world, if you will, and the game rules are secondary to our understanding of the fictional physics.
On this I agree and think we are aligned. There is an order within the game, the rules themselves and the game we have crafted with them, that should be adhered to in order to execute the game consistently in a way that doesn't feel arbitrary. I care for systems with some amount of concreteness --- if the character is attempting X, that's adjudicated this specific way and we abide by the results, the physics --- and extend that logic up a layer --- if this situation is to occur, it's because these previous actions have logical reactions, the understanding layer. I think I would agree that this amount of consistency (both adjudication and "meta-adjudication" let's say) is closely aligned to impartiality.
Where impartiality comes into (for me) it is that my world doesn't treat PCs as inherently special in any way just because they're PCs. (Naturally, if we're playing Godbound, they're special by dint of the fact that they're demi-gods, but in such a case they're not inherently more special than any other demi-god. The same general principle applies.) The outcome of a situation isn't going to change based on my decision about what would makes for a compelling story arc, it will change because the existing logic by which the world operates indicates it's a logical one. A character who is fascinated with clocks isn't more likely to come across clocks than anyone else (instead, I would expect such a character to make more of an effort to find clock than others). I don't adjust a fight to be easier or harder based on my feelings or my player's as to what would be "fair". If my players want something, I expect them to go get it.

To me, that's the crux of the partial/impartial divide -- do the PCs get special treatment or favour? Does the world adjust itself to the needs of the PCs or the story, or are the players/PCs limited to acting through their PCs and getting the outcomes any character could in the same situation?
And here is the delta. I should lay out that I prefer games, or houserules in games that don't have what I'm about to describe, where the players themselves have a role in adjusting the game that is beyond taking and resolving the actions of their characters. For example, 13th Age icon connections, where the world adjusts to the players' ideas, with only minor adjudication from me, because the player spent a point of story metacurrency, and I go "haha, yes... YES!" as I scratch out some notes in my brain and think about the new truth of the game.

I don't know if I consider that situation as the PCs, specifically, having special treatment or favor, but in essence that's how it plays out --- these events, whatever they are, happen because these specific in-game people are guided by a different set of physics+understanding that comes from out-of-world.

With or without that metacurrency spend, perhaps where I am is that there is a default logic, but I still find that I prefer to override it. I don't think that can happen if I am impartial --- I would make those story arc moves, I would "somehow" get the game into more clock-having situations, and so on. I think part of our approach delta is that I allow that to be explained retroactively. The icon connection or my whims (influenced by the players or not) may first land in the game, and the game understanding gets retrofit to "justify" it second. That also feels afield of logical arbitration, and when I GM, I am retrofitting things often.

But, that's what I like. I pick these systems and approaches where the players/PCs get to do special things beyond character actions, and I put my thumb on the scale. Your approach is completely valid and it sounds great for you, too. I just can't pretend my style is an impartial one.
 

I strive to be fair and consistent and not play favorites among my players. And I'm not averse to editing an occasional die roll when the situation warrants it in providing a good time for the players at the table (it happens rarely).
 

Impartial.

My players are there to have fun. For the players that I have, part of the fun is the balance between telling a story and the unpredictable nature of the dice. I don't like to fudge because I prefer communication. If the rules produce a result that does not seem right or an encounter is starting to drag, I give the group an opportunity to tell me how they want to do things.

"You have this fight won, we can either keep rolling the dice to play it out or we can do the rest like a cut scene and move ahead to the next thing."
 

I won’t say I’m impartial or impartial, because that can be somewhat subjective.

I roll in the open. I don’t pull punches. Sometimes characters die. But I am a fan of the characters. Adventures, NPCs and magic items that are interesting to the players and characters get focus. If the most likely outcome is boring or uninspiring, I will likely find something more interesting to occur.
 

Each sessions the players each have a 'hero point' which is like inspiration, but can be used for anything. This gives them a bit of extra or bias over the rest of the world.

I also will fudge some things if it appears that something was missed or misunderstood. There are some things the players might not get, but the PCs who live and grew up in the world should know or recall. A fact or name from weeks ago might be forgotten by the players ,but the PCs should remember. I guess I could say that the players should be writing more down and too bad, but I don't.

I also have fudge not the die roll, but who might be targeted if I think a PC might be dying and if the monster has a couple PCs attacking it. If you are 1 on 1 with a monster though you should run away.

I also might change an encounter mind way through and add or subtract monsters or effects like spells or targets if I think I made things too hard or easy. This might protect the PCs some but the intent is for creating more fun for the players.
 

I think the whole point of having a (human) GM is the need for some partiality and allowances to make judgement calls when necessary. If the standard of a GM is measured by their impartiality, then you might as well be playing with automated procedures and artificial intelligence.

In my experience, I have seen the "impartial" GM excuse themselves from having any autonomy or accepting responsibility for the outcome of a difficult situation. They allow the dice or the published material to dictate a decision for them because they are not willing to take blame for an unfavorable or happy result.

Look at it another way. Games and rules don't need advocacy. They need arbitration. Players should be responsible to handle their side of the game, but they need guidance to experience the world as an immersive and responsive experience rather than a procedural one. If the GM isn't there to be a steward for the players, then what is the point of having one in the first place?
 


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