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How much control do DMs need?
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<blockquote data-quote="hawkeyefan" data-source="post: 9002014" data-attributes="member: 6785785"><p>Right, so it seems odd to refer to it as a rule. It's not explicitly defined or stated as a rule. </p><p></p><p></p><p></p><p>I am mentioning 5e because it is the most common version currently being played, and I think several of the posters here (myself included) currently play it regularly.</p><p></p><p></p><p></p><p>Tsk? Yes, many games have stated principles of play. Often these are somehow considered less than rules, despite their seeming importance. So I thought the acceptance and promotion of Rule Zero an interesting phenomenon... it's not anywhere near as clear as the principles in a game like Apocalypse World, but it's held above the game's actual rules. </p><p></p><p></p><p></p><p>Who's we? </p><p></p><p>Plenty of comments are talking about the DM having the authority to invoke Rule Zero. </p><p></p><p></p><p></p><p>That sounds like a good way to handle it, for sure. In fact, it sounds like a good way to handle any such change. </p><p></p><p></p><p></p><p>But the permission you're perceiving with Rule Zero does nothing to address knock on effects. It doesn't seem to address the concern you're expressing here. </p><p></p><p>I think the instinct you expressed above about unclear situations would guide you best here, as well.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 9002014, member: 6785785"] Right, so it seems odd to refer to it as a rule. It's not explicitly defined or stated as a rule. I am mentioning 5e because it is the most common version currently being played, and I think several of the posters here (myself included) currently play it regularly. Tsk? Yes, many games have stated principles of play. Often these are somehow considered less than rules, despite their seeming importance. So I thought the acceptance and promotion of Rule Zero an interesting phenomenon... it's not anywhere near as clear as the principles in a game like Apocalypse World, but it's held above the game's actual rules. Who's we? Plenty of comments are talking about the DM having the authority to invoke Rule Zero. That sounds like a good way to handle it, for sure. In fact, it sounds like a good way to handle any such change. But the permission you're perceiving with Rule Zero does nothing to address knock on effects. It doesn't seem to address the concern you're expressing here. I think the instinct you expressed above about unclear situations would guide you best here, as well. [/QUOTE]
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