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How much control do DMs need?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9000080" data-attributes="member: 82106"><p>I'm going to just say, if my interpretation of what you are saying here is correct, then the core issue is the idea that we cannot discuss GM authority when operating under the understanding that such authority is merely, at most, normative in effect. That is you assume rule 0 has some potency where expressed because you assume there is some level of deference to the rules, and you then assert that your 2 and 3 are roughly where you assume that deference sits. Honestly, I think most people, who are probably only passingly familiar with the rules of 5e or some other RPG they play, probably have something akin to 2 or a limited form of 1 (I would argue that there's a '1a' between 1 and 2 which constitutes "all rules are under consideration to be changed, but only to a degree which doesn't radically restructure the game"). </p><p></p><p>So, it may be true that explicit total GM authority is not routinely challenged in most games. I mean, as long as the game functions well enough to continue and not give any players a strong reason to quit or ask for changes, that's probably what will happen. I go play with some GM, I'm going to go along with the table, at least to a point. </p><p></p><p>Still, in the end, rule 0 doesn't 'constitute' any part of the game. It doesn't create any process of play or represent any rule of adjudication, etc. and therefor may happily remain entirely dormant, or be explicitly disavowed, and we will not have any substantive difference in play. This was the sense in which I approach the entire issue of any impact of rule 0 on game flexibility. It really doesn't DO ANYTHING. Honestly, I'm not even able to imagine in what way you believe it would be helpful in terms of allowing a game to cover a larger area of the RPG space. Are you espousing a position in which you believe that only by having some absolutely powerful GM that modifications of a game can be made effective? I'd invoke [USER=7035894]@Clint_L[/USER] here and ask him about how his 'D&D Fiasco' game arose. I highly suspect it was not some sort of GM fiat situation! More likely he thought up the idea, recruited some people to play it, and then ran it. Or maybe the whole group came up with it. IME these sorts of experiments are rarely just dropped on players as GM whim coupled with a "well, rule 0 you know!"</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9000080, member: 82106"] I'm going to just say, if my interpretation of what you are saying here is correct, then the core issue is the idea that we cannot discuss GM authority when operating under the understanding that such authority is merely, at most, normative in effect. That is you assume rule 0 has some potency where expressed because you assume there is some level of deference to the rules, and you then assert that your 2 and 3 are roughly where you assume that deference sits. Honestly, I think most people, who are probably only passingly familiar with the rules of 5e or some other RPG they play, probably have something akin to 2 or a limited form of 1 (I would argue that there's a '1a' between 1 and 2 which constitutes "all rules are under consideration to be changed, but only to a degree which doesn't radically restructure the game"). So, it may be true that explicit total GM authority is not routinely challenged in most games. I mean, as long as the game functions well enough to continue and not give any players a strong reason to quit or ask for changes, that's probably what will happen. I go play with some GM, I'm going to go along with the table, at least to a point. Still, in the end, rule 0 doesn't 'constitute' any part of the game. It doesn't create any process of play or represent any rule of adjudication, etc. and therefor may happily remain entirely dormant, or be explicitly disavowed, and we will not have any substantive difference in play. This was the sense in which I approach the entire issue of any impact of rule 0 on game flexibility. It really doesn't DO ANYTHING. Honestly, I'm not even able to imagine in what way you believe it would be helpful in terms of allowing a game to cover a larger area of the RPG space. Are you espousing a position in which you believe that only by having some absolutely powerful GM that modifications of a game can be made effective? I'd invoke [USER=7035894]@Clint_L[/USER] here and ask him about how his 'D&D Fiasco' game arose. I highly suspect it was not some sort of GM fiat situation! More likely he thought up the idea, recruited some people to play it, and then ran it. Or maybe the whole group came up with it. IME these sorts of experiments are rarely just dropped on players as GM whim coupled with a "well, rule 0 you know!" [/QUOTE]
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