Well you would if you spoke Forge waffle.I'm afraid I don't get what you mean.

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Well you would if you spoke Forge waffle.I'm afraid I don't get what you mean.
"Traditionally, the Dungeon Master assumes god-like powers in a game of D&D. They are the omniscient narrator with power over everything but character choices."
Speaking as someone who has been DMing D&D since 1978..wrong. The DM does NOT have "power over everything"; the DM has control only over the creation of the foundation of an adventure. The DM is similar to the host of a party offering a period of entertainment to other people who can respond in such a way as to make that time period entertaining for the DM.
"They build and tell the story..."
Again, wrong. The players build and tell the story. The DM builds the story foundation which then provides an environment for the actions of the characters of the story.
"They even have the power to set aside rules and rolls, at their discretion..."
Once more, wrong. The DM, as game referee, is obligated to inform the players when the DM wishes to alter the published rules the players are using. Only if the players agree to the proposed changes can the DM set aside rules and rolls. Or the players will just set the DM aside.
People who DM as if they have god-like powers are simply playing the game incorrectly and, frankly, selfishly. As you've found out, not being a narcissistic dictator but allowing players to contribute meaningfully in major ways to a campaign greatly increases the DM's enjoyment of the game as well as that of the players. One of my best campaigns occurred when I told the players I had build a calendar of events for my world which would automatically occur unless the characters influence them otherwise, and that their characters could literally do anything they wanted to in the world as long as the players understood their characters' actions would always have consequences, just like in real life. Then I ran my NPCs as if they were my PCs with each having a general list of personal ethics that would help me guide their behavior. If things go badly for an NPC, that's just too bad for the NPC even if it would dramatically change the campaign. Very soon, the campaign world took on a life of its own, not just for the players but for me too.
It was amazing! This is how I run all my campaigns and one-shots.
Inconsistency is definitely something that can happen with an approach that is more open and not defined (for example a game that says backgrounds give this or that specific ability or bonus, that is going to be consistent). Where I think less defined can work well, if people are comfortable with the approach is allowing for a more fluid application of the character's history to be applied to situations (maybe in one circumstance a +1 bonus makes sense, maybe in another a damage die bonus or an ability to understand a particularly complex document, or perhaps an ability to simply follow all the rules of etiquette at a particular occasion without make a roll). The older I get the more I enjoy a more open and fluid approach to this stuff, but I can also enjoy games where the rules or the spirit is one more of consistency (3E was a very RAW type game but if you engage that it can be rewarding---but frustrating if you don't realize that is what is going on).
The flipside of what I've quoted seems to be saying that Cthulhu Dark can handle small unit skirmish combat, because the GM can graft on (say) the Warhammer rules, or just make up their own variant.That is sort of where our conversation go in circles. It is fully true that D&D not only do not handle these easily. It actually do not handle it at all. The reason is that it trough rule 0 hands the reins to the DM to handle those. And I can say that I as a DM can handle all of those with more ease by winging it in real time rather than having to follow some structure design by someone else (I consider that one of my few talents as a DM)
I can however accept that there might be DMs out there that would indeed struggle massively with this.
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we need to settle on a "level of acceptance" for what rule 0 allows us with regard to flexibility if we can meaningfully compare a system designed with rule 0 in mind with a system designed to "avoid" rule zero.
What does this mean? In case it's not clear, I'm not having trouble reading the sentence and attributing content to its words and syntax. But - to reiterate the earlier parts of this post - I am having a lot of trouble understanding what you think is actually contributed to the account of what the game can do by pointing to the GM. An instruction to players that says Ask your GM doesn't in itself give the GM any powers to generate an answer.In other words, it is not realy possible to reason about ease of flexing D&D without taling the DM into account. This is because D&D by design leaves these responsibilities to the DM.
Please don't graft Warhammer rules on Ctulhu Dark, it would never work, the system doesn't support it. Graft rules from Infinity instead!The flipside of what I've quoted seems to be saying that Cthulhu Dark can handle small unit skirmish combat, because the GM can graft on (say) the Warhammer rules, or just make up their own variant.
Sure. I think expectation is a big part of it. If the rules have a specific way of working, and the GM then decides to use judgment instead, that can be frustrating. I like the Backgrounds in 5e because they (some, at least) give specific benefits. Much like a feat or a spell… they work in clearly defined ways. Or at least, they should… some folks seem to think they’re less specific than other rules.
They also help to serve as inspiration for potential advantages or drawbacks in play. Those more freeform situations that you’re describing. So a Noble may not need to make a roll to know a custom or to be familiar with heraldry, but they may also find it hard to move about unnoticed in the affluent district of a city. That kind of thing.
To connect it to the idea of DM control, I’ve gotten very used to letting players decide when a background applies or not. If they declare an action and then say “do I get any kind of benefit due to being a Criminal?” I usually turn it right back on them. “How does being a Criminal help you here?” Unless their reason is total BS, I give them advantage or determine that no roll is needed.
I think sometimes we don’t want to let the players have it “too easy” and so we resist this kind of thing. I think there’s a lot of conditioning that takes place in the hobby to make it seem that way. But 95% of the time, there’s nothing disruptive or unbalanced about this stuff. Generally, all it does is improve chances for something that may have succeeded anyway.
I also find that having the player explain their reasoning on why their background applies can help to flesh out the character for the other participants, which is never a bad thing.
And here I think the key to our communication problem might beBut those who assert that D&D is flexible clearly intend the assertion to be a non-trivial one.
We might be talking past each other. Based on what others have said and analogies they introduced, I have been thinking about flexibility as a toolkit for designers. So flexibility in the sense of designability.And someone new to RPGs would know these features how, exactly? This is one of the biggest blind-spots for a lot of D&D players, counting myself for ages and ages. D&D is the biggest, mostly because it was the first and everyone else played catch-up thereafter, but "skirmish-scale fantasy combat with an action economy" is incredibly specific. Someone looking to get into the hobby will know at best two of those words ("fantasy" and "combat.") And, as we're seeing with the rise of video games like Minecraft and Portal and the plethora of visual novels, a game does not need to have any combat or action economy or anything like that in order to be fantastically successful (nor, for that matter, did prior ultra-successful games like Myst, one of the best-selling games of all time.)
It's erroneous to confine the kind of play designating itself FKR to what military types were trying to achieve more than a century ago. Yes, there are marked differences. Why should that matter?And yet, as has been brought up in this thread (IIRC by @AbdulAlhazred?) the only way you can make actual Free Kriegsspiel work is by having referees who, in effect, already are living rulebooks.
The rules still matter, they are just internalized by a person; they translate the freeform-stated intent of a player into something productive. Throwing the rulebook out entirely and just making literally everything up as you go is not only not FK, it's actively against what FK was doing, which was teaching young officers. You can't teach something empty of content! (Well, I mean, you can waste time doing so, but no productive learning will come of it, and productive learning was the whole point of FK.)
I agree. I would also say that some of the most intense and satisfying RPG I've ever experienced has been what would now be called FKR. For me "rules-light" is a better label, because (like Messerspiel) we did have a few written rules and players put together character sheets.And the answer, a lot of the time, is...looping back to stuff we discussed earlier. Theoretical absolute latitude, whichever side of the screen, limited by an awful lot of practical issues and problems. Or, you accept some tested (and that's critical--by definition you can't test an invisible rulebook) restrictions on your theoretical latitude, and in so doing, achieve reams more practical latitude. And for those who have not so much "tested" their invisible rulebook as subconsciously tweaked it over time in response to "problem" situations (I can't think of a milder phrase, but I mean that very mildly), lo and behold, you quite often find that the ad-hoc, invisible, unstated, tacit, implicit, inaccessible rules end up being...rather shockingly similar to the formally-stated ones, except the latter can be learned and communicated, while the former are trapped within each person's thinkmeats.
It does help me understand your posts, thank you.I am one of those having argued D&D's flexibility over for instance dungeon world or burning wheel. And that has purely been on the trivial basis of D&D handing explicit rules control to the DM.
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I also hope this helps you see something you might not have seen as clearly before!
This is the proposition I flagged in one of my posts not too far upthread: ie that "rule zero" changes the normative expectations about game play, and that "flexibility" describes a type of normative expectation.My point is that while it might be trivial in terms of words needed, I believe those few words has profound effects on how the game would be percieved, played, and should be analysed. And this is what I think also the no rule zero proponents recognized.
My understanding - as someone who did not take part in the discussions you're referring to, but has read quite a few essays, blogs, message board discussions, etc that came out of them - is that the principle concern was to design complete and functional games that did not rely on GM-as-glue. That's an important design goal, and one that I've discussed with others in many threads over the years. But I don't see it as having very much bearing on the flexibility issue. In the last part of this reply I will explain these doubts.However at least theoreticans in the past appear to have found it to be an important concept to take into account when trying to design around power dynamics at the table.
To me, all this seems to point to a necessary condition of the sort of flexibility you are describing: namely, without "rule zero" the appropriate normative orientation will not be present.To illustrate how this could have profound effect, let me make another shot at explaining how this connects with the topic at hand - the DM having control over the fiction/worldbuilding. The thread starter started by describing how he during a D&D session voluntarily released control over some of this. The framing was the benefits of less DM control. The conversation then pensed onto systems that claim to give their GMs less control. And I believe those claims to be true.
However a requirement for that claim to be true is as far as I can see that the GM is not granted control over the rules and procedures of play. If the game grants the GM the procedural power, any guarantees the game otherwise tried to put in place to ensure players having a word in the worldbuilding could validly become overruled as part of valid accepted play.