D&D General How much control do DMs need?

If a game is designed with a very specific goal like the Toons game, which is to replicate old school cartoon characters, then of course it will be less flexible. That's neither a good thing or a bad thing. I think flexibility is on a spectrum, D&D is towards the flexible end, doesn't mean there aren't others that are just as flexible nor does flexibility necessarily equate to good. It all comes down to preference, expectations, and what you want out of the game.
D&D is also designed with a very specific goal - characters built with multiple bespoke abilities work as a team to defeat encounters of an appropriate level through a tactical combat minigame and thus gain experience, wealth, and more powers.

That is not a natural fit for a wide variety of different genres. A person who can drift D&D to play (say) a game of courtly intrigue could have drifted any number of other games just as easily, if not more easily.
 

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First let me say, I love your questions! They are really thought provoking. Next I have to admit you here mention 3 games I actually haven't read either of (Something that surprises me!). It also surprises me that classic traveler do not have rule 0. Torchbearer have burningwheel roots as far as I understand, so I assume it has similar generalised reward-resolution say yes or roll the dice philosophy?

In either case I suspect the following diversity of experience is hard to get in a non rule zero game:
Starts out with a classic dungeon crawl - fully predetermined location with random monsters. Then the party find the Crown of reality command, an artifact with the following property: The wearer take complete control over any aspects of their universe for 5 minutes before the crown teleports to a random location i the multiverse. For 5 minutes the player with a an narate whatever they want to happen during that time, and it will be true. However before using it, the players get to learn that for the next 5 minutes after that, reality will flex back, causing the DM to take full controll over what happens, including the actions of all player characters.

The players decide to use it after leaving the dungeon, chaos ensues, and then the game enters a collaborative roleplaying pattern where any player can come with suggestions what happens next, needing a majority vote with DM having veto.

I can easily see the above scenario play out as described in D&D in a single session. I think it breaks absolutely every principle of "player protection" in burning wheel at least. I also assume you agree it is an extreme range of gaming experiences involved, from static player explore DM content, to full dictation by a player to a purest thinkable DM railroad to a clearly asymmetric collaborative experience.
I guess I am not at all sure what it is exactly that 'rule 0' is good for. I mean, at any given table the participants in the game can decide to defer to the GM (or even someone else) as they see fit. Furthermore, the GM, regardless of what is written, can only exercise authority over the table which the other participants are willing to give them. Thus, IME, the concept of rule 0 is really kind of empty. It is more simply a fairly aggressive statement of an expected idea of how the designer imagines things working. Likewise the non-existence of a rule 0 in no way precludes the participants from deferring to the GM (or whomever) as they wish. Again, its non-existence is, perhaps, evidence of a certain orientation in the designer's mind (but maybe not, negative evidence being hard to interpret and all).

The upshot being I'm pretty much drastically skeptical of any statement that there even ARE any meaningful categorizations of games into 'rule 0' and 'non-rule 0' categories to start with (while admitting you can certainly sort them textually this way). I might be more amenable to the notion that there are 2 categories of games, ones where it would be POSSIBLE to state a rule 0 without fundamentally undermining the concept of how the game works, and those where it is not possible.

But maybe even more to the point, I reject the notion that there is some 'range of experience' which rule 0 somehow enables! Now, your scenario above might in fact 'break the rules of' games like Dungeon World, etc. However, I don't think that's really a problem. I mean, setting aside whether this would be a good thing to have happen in such a game, if the GM is a fan of the characters, etc. then what's the problem? Why does rule 0 somehow make this work, but it won't in DW? I would do something more interesting in DW, but handing over my character to the GM so they can tell a story about him for 5 minutes, not a biggy!
 

I guess I am not at all sure what it is exactly that 'rule 0' is good for. I mean, at any given table the participants in the game can decide to defer to the GM (or even someone else) as they see fit. Furthermore, the GM, regardless of what is written, can only exercise authority over the table which the other participants are willing to give them. Thus, IME, the concept of rule 0 is really kind of empty. It is more simply a fairly aggressive statement of an expected idea of how the designer imagines things working. Likewise the non-existence of a rule 0 in no way precludes the participants from deferring to the GM (or whomever) as they wish. Again, its non-existence is, perhaps, evidence of a certain orientation in the designer's mind (but maybe not, negative evidence being hard to interpret and all).

The upshot being I'm pretty much drastically skeptical of any statement that there even ARE any meaningful categorizations of games into 'rule 0' and 'non-rule 0' categories to start with (while admitting you can certainly sort them textually this way). I might be more amenable to the notion that there are 2 categories of games, ones where it would be POSSIBLE to state a rule 0 without fundamentally undermining the concept of how the game works, and those where it is not possible.

But maybe even more to the point, I reject the notion that there is some 'range of experience' which rule 0 somehow enables! Now, your scenario above might in fact 'break the rules of' games like Dungeon World, etc. However, I don't think that's really a problem. I mean, setting aside whether this would be a good thing to have happen in such a game, if the GM is a fan of the characters, etc. then what's the problem? Why does rule 0 somehow make this work, but it won't in DW? I would do something more interesting in DW, but handing over my character to the GM so they can tell a story about him for 5 minutes, not a biggy!
Any time I see something like rule 0, I take it as a clear admission from the designers that they have punted on the job of designing.
 

D&D is also designed with a very specific goal - characters built with multiple bespoke abilities work as a team to defeat encounters of an appropriate level through a tactical combat minigame and thus gain experience, wealth, and more powers.

That is not a natural fit for a wide variety of different genres. A person who can drift D&D to play (say) a game of courtly intrigue could have drifted any number of other games just as easily, if not more easily.
I've done light courtly intrigue, Gothic horror and a smattering of other styles in the same campaign.

But again, I've never said other games are completely inflexible. Nor have I said that other games don't provide more specific rules for specific styles. But D&D provides a good enough tools etc for what I need.

If other games work better for you, use them. Just stop telling me I can't do things I've done or that I'm making claims that I never have.
 

Yes, I am in no way advocating D&D being exceptional. I think almost all traditional RPGs share this flexibility property. It is only in the context of comparing with games where the rules limit GM control, that I think D&D 5ed compares favorably in terms of flexibility. And I believe it was D&D you asked about in context of a thread about DM control :)
Do you have some sort of logic and observation by which you support this seemingly arbitrary assertion? Because I've played quite a few games which are not based on an all-powerful GM who masters all the fiction. I can see no reason whatsoever to assert that what you call 'traditional' RPGs are in any way shape or form easier to run different types of games with. I think its going to be incredibly hard to back up any assertion either way, so I am not really making one. If I WERE to make such an assertion I would say that the traditional GM role, particularly the GM's relationship to the fiction, is QUITE limiting and restricts such games to a fairly limited subset of the total space of possible interesting RPGs. I think what you assert is OFTEN asserted, but mostly by people who are simply not considering the true range of RPG design in its various dimensions of genre, agenda, tone, process of play, and other variables.
I think the part where D&D might be considered exceptional is it's intense focus on the two aspects of flexible play where I believe all groups playing a fully "flexible" game likely need help: Getting the game started (character creation) and resolving life or death conflicts. Other games tend to require ignoring a bit more rules and advice if you want to run other scenarios in your own way.
Getting the game started? D&D has ANY support AT ALL for this? Huh? No, you need to read more games! I mean even amongst traditional games you need look no further than Traveller for a game that provides much more depth and useful stuff in character generation. I disagree about 'resolving life or death conflicts' as well. There is simply nothing about the way D&D does this which is superior to, or even on a par with, what many other games do. Dungeon World and other fairly similar PbtAs (a lot of PbtAs) for instance offer much greater flexibility in terms of resolving situations of all types, deadly or not.
 

It's a question of scale. Adding a new kingdom is far, far different from calling your PC "Sir".
Maybe, maybe not. I mean, that 4e campaign I was referring to was set in my very long-established game world, so if you wanted to incorporate a whole kingdom, it would probably be pretty far away, or there would have to be some sort of more complicated story about how it was maybe very small and obscure, or no longer exists, etc. I haven't had a case where someone just showed up and said they'd invented a kingdom that was just down the road. It would be interesting to see how that would work out, but noting that these days I don't particularly consider much to be canonical. I can always draw a different map or just not explain it at all.
Some of these comments smack of people not really listening to what others are saying are the limits they put on people's PC backgrounds and why. Want to be from a noble family? Cool. I may have a family already lined up that has a history or we can can just create another. Although I'll probably want to chat about the fact that you can't just run to the parental units every time you get into a jam or want some extra spending cash. But those are things that just add interest to the story.
Why not? I would find that exceedingly amusing! I'm sure it would be fairly trivial to spin that into some sort of highly complicated and embarrassing political snafu or something. Or just let them have their 'extra spending cash', it will be burned through soon enough, whatever. Maybe later one of the NPCs will note how the character sponges off his family! That will be amusing. I just don't see the need for all this excessive concern over controlling PC's access to every gold piece or whatever. Rich or poor the character will continue in the story one way or another!
 

I think the part where D&D might be considered exceptional is it's intense focus on the two aspects of flexible play where I believe all groups playing a fully "flexible" game likely need help: Getting the game started (character creation) and resolving life or death conflicts. Other games tend to require ignoring a bit more rules and advice if you want to run other scenarios in your own way.
Getting the game started? D&D has ANY support AT ALL for this? Huh? No, you need to read more games! I mean even amongst traditional games you need look no further than Traveller for a game that provides much more depth and useful stuff in character generation. I disagree about 'resolving life or death conflicts' as well. There is simply nothing about the way D&D does this which is superior to, or even on a par with, what many other games do. Dungeon World and other fairly similar PbtAs (a lot of PbtAs) for instance offer much greater flexibility in terms of resolving situations of all types, deadly or not.
I think you may have interpreted @Enrahim2's claim.

As I read it, the claim is as follows:

*D&D has significant rules for only two things, namely, PC build and combat;

*All groups playing even a flexible RPG need these sorts of rules;

*If a RPG has more rules than these two, then playing it "flexibly" will require ignoring some of those rules - but because D&D doesn't have them, "flexible" D&D play doesn't have to ignore them.​

Whether or not that claim is sound, is a further question. First, one can ask whether it really has rules for PC build, in the absence of some further specification of what all that stuff on the PC sheet actually means for play (this is @loverdrive's point about the meaninglessness of the fact that a sword does d8 damage, but generalised). Second, as we've both posted, the notion that "rule zero" can only be applied if it's written down is not very plausible.
 

If a game is designed with a very specific goal like the Toons game, which is to replicate old school cartoon characters, then of course it will be less flexible. That's neither a good thing or a bad thing. I think flexibility is on a spectrum, D&D is towards the flexible end, doesn't mean there aren't others that are just as flexible nor does flexibility necessarily equate to good. It all comes down to preference, expectations, and what you want out of the game.
I think that Toon is narrow in premise you are a Loony Tune basically, and that's inherently both a fairly niche thing, and fairly divergent from most other genre of RPGs (I don't know of another RPG in that niche, I guess maybe there is one, but in almost 50 years of RPG design its very rare). A few other games have done things like 'break the fourth wall' but this is all pretty specialized stuff. So, yes. OTOH a game like Dungeon World is as wide in premise as D&D, and its rules systems resolve the common sorts of RPG situations, albeit the process of play is different. I mean, process of play MIGHT be restrictive to a degree in some niche situations, but that's equally true of ALL processes of play, not just DW's PbtA based one.
 

I guess I am not at all sure what it is exactly that 'rule 0' is good for. I mean, at any given table the participants in the game can decide to defer to the GM (or even someone else) as they see fit. Furthermore, the GM, regardless of what is written, can only exercise authority over the table which the other participants are willing to give them. Thus, IME, the concept of rule 0 is really kind of empty. It is more simply a fairly aggressive statement of an expected idea of how the designer imagines things working. Likewise the non-existence of a rule 0 in no way precludes the participants from deferring to the GM (or whomever) as they wish. Again, its non-existence is, perhaps, evidence of a certain orientation in the designer's mind (but maybe not, negative evidence being hard to interpret and all).

The upshot being I'm pretty much drastically skeptical of any statement that there even ARE any meaningful categorizations of games into 'rule 0' and 'non-rule 0' categories to start with (while admitting you can certainly sort them textually this way). I might be more amenable to the notion that there are 2 categories of games, ones where it would be POSSIBLE to state a rule 0 without fundamentally undermining the concept of how the game works, and those where it is not possible.

But maybe even more to the point, I reject the notion that there is some 'range of experience' which rule 0 somehow enables! Now, your scenario above might in fact 'break the rules of' games like Dungeon World, etc. However, I don't think that's really a problem. I mean, setting aside whether this would be a good thing to have happen in such a game, if the GM is a fan of the characters, etc. then what's the problem? Why does rule 0 somehow make this work, but it won't in DW? I would do something more interesting in DW, but handing over my character to the GM so they can tell a story about him for 5 minutes, not a biggy!
This is a bit mind boggling to me. The basis for all my statements regarding rule zero is based on the background that I have read a lot of criticisms of it as a sign of bad design, and that that was a very heavy deal in the advertisement of the early forge games. The argument was that the designer claiming full responsibility for the entire ruleset and conduction of the game made for a stronger design than ones clearly deferring rules control to one of the participants.

As such your questioning if rule zero is meaningful or not seem to be in direct contradiction to the cultural context in which my statements are made. It feels a bit like me making an argument christmas trees has benefits, and you reply with - is there even meaningful to talk about such a thing as Christmas?

But I can spend a bit of time indulging this higher meta questioning. It is completely true that any group performing an game can by consensus override any rules of that game. Hence if you allow for that indeed no game can be more flexible than another. It is theoretically possible to invite people over to a game of trivial pursuit, and end up playing something identical to D&D while your group still call the activity Trivial Pursuit (with some house rules).

For any discussions of the level of flexibility of games to be meaningfull one hence have to be more clear as to what level of strictness one assumes the group to be bound by the game. The standard minimum criteria for discussing properties of games is that the group indeed follow all the rules of the game, and consider it a new game if any changes to the rules are made. For most games this sets unproblematic boundaries that allow meaningful communication. However for games with a ruleset that explicitely (or implicitely) calls for one of the participants to introduce or override rules, this become a bit more problematic. What are the boundaries for communicating about that game? Some possibilities:

1: All changes to the game is acceptable and under examination. When discussing D&D, we should consider the possibility of the DM turning it into a trivial pursuit clone trough their authority.
2: All changes not actually overriding something stated as if a rule in a resource not nominally meant for only one participant is accepted, and under examination.
3: Only additions of rules covering situations where there are no suggestions in any of the core material is accepted. If there are a presented set of suggested options for handling a situation, one of those must be chosen.
4. We are disregarding the statement about GM rules control, as something fully external to the game we examine. We assume game will restrict itself to situations where there are clearly defined rules.

My impression is that most of those posting in this thread has been sonewhere close to 2 or 3. My arguments for D&D being flexible has been from a 2 standpoint, but I can recognize that this might not have been as obvious as I would have liked as I only tried to clarify that in some of my, now drowned out posts. If I were to use an understanding closer to 3 as basis, I would fully agree that D&D do not appear very flexible indeed.

I think also I have seen some arguments that appear to be close to basis 4 as well. This is the kind of basis where questions regarding if D&D is indeed a game at all, due to it's incompleteness very easily can manifest. However for the purposes of this thread, using this basis seem a bit weird, as in this case the premise of the thread - D&D dm having large control is not as obviously valid as with understanding 2 and 3.

As such I would have expected any potential argument for rule 0 not being relevant/meaningbearing to come from a 4 perspective. That you appear to raise the argument from a more extreme standpoint than 1 (arguing all changes to any game is under examination) is a bit baffeling. I am not saying it is invalid or wrong. I am just a bit concerned with how such a basis for comunication would be likely to provide any meaningful insight into the virtues of different degrees of GM control?
 

First, one can ask whether it really has rules for PC build, in the absence of some further specification of what all that stuff on the PC sheet actually means for play
Thank you for breaking down my statement in much more understandable pieces! I think I adressed your second concern in my previous post. As for this - I think if you are looking game theoretically on what constitutes the start of a game when thinking of in on terms of a set of defined mechanical interactions, I agree that you might have a point. However in my statement I did not have in mind the need for having a trigger for a mechanical game machine. Rather it is the seed for getting the core conversation making up most of the rpg activity up and running I am of the impression most groups need.

For instance FIASCO has a lot if tables you roll on in the start to set up various parameters of the scenario you are going to play. These have as far as I can remember absolutely no mechanical effect on the game played after these rolls are made, but I think noone playing fiasco would claim that they are not incredible tools for getting the conversation and story flowing nonetheless.
 

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