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How much control do DMs need?
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<blockquote data-quote="Aldarc" data-source="post: 9000444" data-attributes="member: 5142"><p>Dumbo thinks he needs a magic feather in order to fly. He loses the magic feather mid-fall and realizes that he could fly without it. IMHO, Rule 0 is Dumbo's magic feather. I don't see why you need Rule 0 to do the things you do. Why do you think that a GM could not do the same things in other tabletop games without a Rule 0?</p><p></p><p></p><p>Sure. The game fiction can have consequences that aren't nice and sunny for the PCs. However, games like Apocalypse World and Dungeon World have principles that are also meant to help GMs make decisions for their moves and play: e.g., "be a fan of the players." Moreover, a lot of these sort of games frame a lot of this as a conversation. If the fiction of the GM's move seems incongruent with what the players were doing, the players can push back or clarify their fiction.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9000444, member: 5142"] Dumbo thinks he needs a magic feather in order to fly. He loses the magic feather mid-fall and realizes that he could fly without it. IMHO, Rule 0 is Dumbo's magic feather. I don't see why you need Rule 0 to do the things you do. Why do you think that a GM could not do the same things in other tabletop games without a Rule 0? Sure. The game fiction can have consequences that aren't nice and sunny for the PCs. However, games like Apocalypse World and Dungeon World have principles that are also meant to help GMs make decisions for their moves and play: e.g., "be a fan of the players." Moreover, a lot of these sort of games frame a lot of this as a conversation. If the fiction of the GM's move seems incongruent with what the players were doing, the players can push back or clarify their fiction. [/QUOTE]
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