D&D General How much control do DMs need?

I think this is actually a critical observation. By giving DMs relatively unrestricted control over many aspects of the game, the strongest side of the system is using it for the approach the DM best masters. Some DMs are naturally able to weave together the ideas of players and a third party author to something truly unique and magical, and for those DMs D&D is an extremely strong system for running that kind of adventures. Others are masters of making up cool new content to see and explore no matter what direction the players might want to explore. And for those D&D is an incredibly strong system for that style of play, as it afford them the power to use that strength.

A system handing all power to the a GM benefits tremendously from all of that GM's strengths. But it also suffers from all of the GMs weaknesses, as it doesn't provide any support to mitigate those. This is in my mind the critical design tradeoff when it come to the extent of power a system should give to the GM.

I'm just not sure how any system can compensate for GM's weaknesses. Either you can weave a compelling narrative or you can't. In a DM-less game it's different of course, but even then I can only imagine a player without the proper skills could be detrimental to the game, even if not as much of course.
 

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...so you will just invent rules. I fail to see, what tools the toolbox gave you? Ability to... ask for a diceroll for you to interpret?
I feel like this is going a bit off topic, but I feel like I should point out that the D&D toolbox actually provide a huge number of components for this "simple" solution that enables the suggested way to resolve it both highly effective to communicate, and much richer in gameplay opportunities than what might be immediately related. I think this might still be relevant for the topic, as it demonstrates how D&D not only give their DMs a lot of powers, but actually empowers them to create a cool experience a lot more easily than if you had just had a rulebook stating "Chose a guy. Do what that guy tells you to do". This is further of importance when seeing how this empowerment is hard to retain if you try to distribute some of that power away (as I believe was supposed to be the core discussion of this thread)

(1) D&D specify that the DM has the authority to make such a ruling. Social bickering and rules lawyering can be effectively shut down, allowing the play to continue.
(2) D&D clearly defines "check" in such a way that the DM can simply state "Give me a dex check", and the players automatically know they should roll a d20 and do a particular kind of math, reading back the result. This process is likely much more effective, and allow play to progress more smoothly, than if the DM had to describe some new dice schemes.
(3) A stat check are having important related concept to it - in partucular advantage and disadvantage. Calling for a check is a prompt that can be responded by the players in any number of ways to frame or modify the situation in order to gain advantage on the roll - using inspiration being the most straight forward example. Hence by the simple action of invoking the request for check the DM has initiated an optional rich "mini game" enabled by D&D beyond the simple rolling of the dice.
(4) Calling for a check passes initiative to the players, as the DM has to wait with narration. D&D provides a ton of various character features the players might try to invoke in this situation - in some cases as part of trying to get advantage, but also in some cases also empowering them to effectively change the nature of the proposed resolution (like forcing the other side to make a saving throw first, or else automatically pass the check).

So in isolation asking for a dice roll to resolve a certain situation might seem bland, but D&D provides the tools for making even such a simple prompt and interesting or effective event depending on player choice. And all of 1, 3 and 4 relies specifically on there not being a strong external structure of play at work.
 

Hacking Messerspiel, is another example! One could add to Messerspiel to create a version of Messerspiel (the designer discusses that IIRC), but to hack it would be to change it into a different RPG (rather than a version of Messerspiel.)
IMHO Messerspiel is just about exactly like my 'blank PbtA' example, it is technically a playable PROCESS, but it won't do much for you as a game. You will want to add specific elements. Heck, the core rules even hint at where you would focus that effort first! For example: there is a rule "add a die when you are trained" which kind of begs us to elaborate on what sorts of training might exist, how to obtain them, etc. Likewise you can be an 'expert' and get another die (presumably expertise is CUMULATIVE with training, but that's not actually spelled out). I don't believe that adding more 'roll one die if' conditions would be creating a new game, nor adding elaborations on what training/expertise are possible, nor would elaborating on what bad, mixed, or good outcomes entail. Clearly the game might potentially benefit from including the rules for Position and Effect from FitD as well (an obvious one). None of these things would alter any of what is there already, but they would allow for more reliable adjudication, for example. One could also clearly elaborate on the process in some other respects, such as introducing some sort of recovery mechanics. Again, I don't think any of this stops your game from being 'Messerspiel' any more than adding a move to your PbtA game makes it a whole new game.
 

I'm just not sure how any system can compensate for GM's weaknesses. Either you can weave a compelling narrative or you can't. In a DM-less game it's different of course, but even then I can only imagine a player without the proper skills could be detrimental to the game, even if not as much of course.
This is a bit surprising. To me it seemed obvious most "tighter" systems are specifically designed to compensate for potential GM's weaknesses. Listing some examples:

Tight encounter budgets compensates for DMs not having the sense for what would be appropriate challenges. Tight structure compensates for GMs not able to structure play in a good manner. Tight resolution mechanics compensates for GMs not good at determining appropriate challenge levels or cool decission flow. Boxed read-aloud text and mandatory random tables of descriptors can compensate for GMs not strong at invocative words, or suitable genre style of speaking. Mandatory decks of scene opener can compensate for lack of skill of coming up with genre appropriate narrative material.
 

IMHO Messerspiel is just about exactly like my 'blank PbtA' example, it is technically a playable PROCESS, but it won't do much for you as a game. You will want to add specific elements. Heck, the core rules even hint at where you would focus that effort first! For example: there is a rule "add a die when you are trained" which kind of begs us to elaborate on what sorts of training might exist, how to obtain them, etc. Likewise you can be an 'expert' and get another die (presumably expertise is CUMULATIVE with training, but that's not actually spelled out). I don't believe that adding more 'roll one die if' conditions would be creating a new game, nor adding elaborations on what training/expertise are possible, nor would elaborating on what bad, mixed, or good outcomes entail. Clearly the game might potentially benefit from including the rules for Position and Effect from FitD as well (an obvious one). None of these things would alter any of what is there already, but they would allow for more reliable adjudication, for example. One could also clearly elaborate on the process in some other respects, such as introducing some sort of recovery mechanics. Again, I don't think any of this stops your game from being 'Messerspiel' any more than adding a move to your PbtA game makes it a whole new game.
My thought was to differentiate between adding, such as adding "roll one die if" or adding Position and Effect, and hacking... which I was picturing to be a change to what is there. In hindsight the distinction is tenuous.
 

Prescriptive in what way? I mean, in either case, 5e or DW, someone defined the fiction that made the chasm a certain width. You, the DM decided it requires a check, to say that the width of the chasm determined that is putting the cause in place of the effect...

And what is different with DW in terms of that chasm is that the agenda and principles determined that the chasm needs to represent a threat/obstacle. There will be things to overcome, and the PCs will be able to possibly, but not always, overcome them. The only question in DW is if its a chasm, a wall of fire, a swinging axe pendulum trap, or whatever. What is 100% certain is that getting from the entry way to the treasure is not going to be simply a walk in the park!

Honestly, I think the same considerations will generally apply in 5e, and for the specific sorts of situations 5e has 'code' to handle it will be perfectly adequate. Outside of that, maybe less so, or even not much in extreme cases. So we end up at the one real difference, which is when stuff is authored and for what reasons.

I wasn't talking specifically about jumping the gap, in either case it's essentially the same mechanic except that there's a bigger range in D&D.

It was more a comment on how explicit you need to be on other moves, and that things have to be said in a certain way. For example the explicit nature of bonds and how you have to defy danger in the middle of combat when in D&D you'd just take an opportunity attack before you can hack and slash. Another example would be that you can't shortcut combat by saying "I got a 10 on my attack and do 5 damage" because not only did you not call it a hack and slash but you also haven't taken any fictional action. If you want that kind of descriptive narrative, that's fine, I'd rather just shortcut things so when I do add descriptive stuff it stands out. Another would be what I would consider downtime activities in D&D being defined as a special move with a specified result based on the number rolled.

But I think we're getting into the weeds here. I'm not saying DW is a bad game, just from my understanding of it there are aspects I don't care for.
 

You might accept the wide range of outcomes, but I'd say it's you being flexible, rather than D&D. D&D says that if characters fight, then it's combat rules with initiative, ain't no other way to handle it.
I think an interesting point here is that combat is the odd one out. Indeed D&D can be seen as having 2 modes. When we are talking about DM having complete control, we are mainly talking about the mode of play that happens outside combat. Once combat needs handling D&D try to take almost as tight control over the game as a board game. It is said that the golden rule trump any rule, but I would say if a DM is to significantly alter the combat mode, you are effectively playing a different game. Hence if the social contract is to play D&D the DM might not break the rules, but rather the social agreement by adjusting combat. And it is trough this social agreement the DM derives their power over the game.

I hence don't think there is anyone that has argued for weakening or further distributed the powers the DM has during the combat mode of the game? And given this extreme distinction I think it might be good to clarify which mode we are talking about when we are talking about the power dynamics of D&D, as they are drastically different in those two modes.
 

I just don't see DW as being substantively different than D&D in this regard. You don't need to roll anything to jump across a minor gap, you can't jump across the Grand Canyon. The terminology use is a bit different but the result is the same.
I don't think it is vastly different. There's one clear difference in that we really deal much more in intent in games like DW (although DW itself doesn't quite put it that way). So, in 5e you either jump a sufficient distance to get across the chasm (and what that distance is has some rule associated with it). If you don't get across, well, you presumably fell into the chasm, though the GM might follow some of the suggestions in the DMG and have you clinging to the edge or whatever. In Dungeon World the reasoning is more like; you rolled a 7, clearly you are on the other side, but at the same time, not all is well. Its a bit more natural, but what about 6-? The GM could have you fall in, or the GM could even think about what you wanted to achieve, which was perhaps to chase after the bat which just stole your last sandwich. 6- you leap across, but you had to really back up and get a huge running start, by then the bat had disappeared into the darkness, looks like your sandwich is probably gone for good! You got across, but failed your goal. D&D just has no mechanism for dealing with that, but DW does. This is because its mechanics relate to the narrative and the character's intent and actions vs relating more to some imagined setting details.

So, while they are both dealing with a similar situation, the range of possible outcomes and impact on the following fictional position are rather different.
 

For me, that is where D&D is weakest! I've found it strongest by far for an open campaign with overarching themes that players may or may not (but probably will) engage with (in some form), something like fronts in DW. So my experience might be at odds with yours. As an example, I found value in the settings and overarching themes of Out of the Abyss, but not the linear path the authors stitched through it. We started at the opening situation, and went off-piste from there.
I had great trouble with 5e in that regard. So, for example in our first campaign my character wanted to establish his own 'kingdom'. When he got to the crumbling castle in Phandelver, he immediately decreed he was now its lord by virtue of conquest (nobody disputed him on this). I kept at this, having him send materials, henchmen, guards, etc. to this castle, which the GM ruled was on the edge of civilization. Actually the GM was mostly helpful here, but 5e wasn't particularly. There's just no conceptual framework at all here to build on, beyond "make some ability checks". How many is enough, and what do they accomplish? In a Dungeon World game I would expect that this is less of a problem because, as long as I can describe my goals, I can make a move! Or at worst the GM can frame a more specific scene if she wants to and I can make moves in that. Granted, there's no specific number of these scenes/moves that are required to accomplish a specific thing. Even in DW the 'granularity' is pretty much up to the GM.

However, there is at least that set of pesky agenda and principles! So, as the DW GM she has a clear set of things to ask herself. Is this portraying the fantastic world? Is it filling the PC's life with adventure? Is it uncertain (IE do we need to play to find out what happens here)? And then She can use her principles, 'Ask questions, use the answers' seems like an obvious one. 'Think Dangerous' should produce some good results too. 'Be a fan of the characters', so let them try to do their stuff, just don't hand it on a platter. 'Think Offscreen' seems pretty useful, and goes along with the techniques of fronts and such (obviously something is going to threaten my castle rebuilding project!).

The 5e version kind of derailed, mostly just because these sorts of obvious guidelines weren't spelled out. My character got yanked away, the GM ruled that we were gone for years (why?) and everything was taken over by someone else in the meantime. It just didn't really make sense in any kind of narrative character-centered way. It was more like the GM was interested in running the setting, not the game or something. 5e has all this 'advice' but it isn't clearly focused on the actual nuts and bolts of play sometimes, and those are surprisingly little documented! This sort of thing might happen in DW, but it would have to be a result of snowballing consequences. Probably where the character would have a chance to prioritize and deal with it (or leave things on a golden platter for the GM to work with).
 

This is a bit surprising. To me it seemed obvious most "tighter" systems are specifically designed to compensate for potential GM's weaknesses. Listing some examples:

Tight encounter budgets compensates for DMs not having the sense for what would be appropriate challenges. Tight structure compensates for GMs not able to structure play in a good manner. Tight resolution mechanics compensates for GMs not good at determining appropriate challenge levels or cool decission flow. Boxed read-aloud text and mandatory random tables of descriptors can compensate for GMs not strong at invocative words, or suitable genre style of speaking. Mandatory decks of scene opener can compensate for lack of skill of coming up with genre appropriate narrative material.

Assuming a GM led game, there are many things that can make a DM bad in my experience and it has little to do with power balance in many cases.

For example, we were doing a heist when one of the players ignored our plans and what the other players were doing and did a bone-headed move that started combat with the guards. We had a quick real-world discussion and decided to ditch the heist (and the PC) and run. The DM then declared that when we tried to leave out of a side window that the city militia had been alerted and the building was surrounded. At that point he stated all our PCs were captured and were going to jail and the campaign ended.

According to the DM it was because we had stopped to discuss options. In real-world time the discussion took between 1-2 minutes. Adding in the other actions our PCs took, 3 minutes or less had elapsed between the guard being alerted and a couple dozen militia showed up. Not only that but they knew exactly what was happening and completely surrounded the building so effectively that there was no chance of escape.

Now perhaps in other games there would have been some other way of escaping because of meta-game resource (and personally even if there had been time for the militia to surround the building I'd have given people a chance to escape even if the odds of escaper were slim) but this was more lack of logical narrative consistency than specific game rules. It was also far from the first time this kind of thing had happened. Other examples included not waiting for people to declare what they were doing and just making assumptions or not giving us even the options to chase after a suspect. Throw in a meandering plot while we searched for the McGuffins and his basically ignoring all attempts at pursuing interesting side-plots.

So unless the players are controlling the overall narrative and direction far more than allowed in D&D I don't see how you can fix that. I just don't see how someone who doesn't understand how to create an engaging story and isn't willing or able to change based on feedback is ever going to be transformed because of restrictions. It may have stopped a killer DM who's dungeon was his version of the Saw movies that managed to kill every PC over the course of a few hours but we had our own way of handling that. The DM for that game was never DM for us again.

So perhaps there's some secret fix that I'm not envisioning. I just don't know what it would be.

P.S. Every DM can use improvement. There's a difference between an inexperienced DM who is doing their best who listens to feedback in order to grow and a bad DM. For that matter sometimes a "bad" DM is just a bad match.
 

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