Henry said:
However, the starting analogy is not entirely accurate; the DM is not the enforcer, the DM is the Judge (the original term was referee, anyway), whose job is to interpret the law, and an RPG is more like a constitution than a Hammurabic code. The job of the DM has changed lots over the years, but one thing that never changed even through 3E was his role as final arbiter.
Correct. I would like to add that the role of the DM is not only arbiter, but explicitly legislator. The DM not only interprets the rules - but unlike a judge - has the explicit authority to make up new rules on the spot. There is no one in this thread (well, maybe not noone, but certainly very few people) who have made the claim that the rules are so comprehensive that the DM never has to make up new rules on the spot to cover situations which have not been anticipated. So the for the most part, the role of the DM to be legislator is not being quibbled over.
The real question is how much authority the DM has as legislator. One side feels that the DM explicitly needs the consent of the governed. The other side believes that consent in implicitly (and often explicitly) given when you appoint someone to be the DM and agree to play in his game. As a side note, the scenes related to D&D are the one thing I really like about the movie ET (and they are an even bigger part of the novelization of the movie).
The 'law centered' side of the debate is claiming that fairness is maximized when laws are not changed without the expressed permission of the governed. Thier argument is that 'fairness' is defined by the players ability to plan and anticipate thier actions based on their knowledge of the rules in the same fashion that a person must know the rules in order to play say chess, bloodbowl, football, or DBM - and that changing those rules on the spot violates thier ability to plan. I would fully agree if I believed that an RPG was a competitive game that was completely equatable to chess, bloodbowl, football, or DBM and that the DM's job was no different than a referee in those games. But, of course I don't feel that that is a good analogy.
On the other hand, the 'chaotic' side of the debate - which I guess I'm the most bombastic member of - is claiming that fairness is maximized when fairness itself is maximized, and that while the rules are very valuable indeed, there are going to be situations where the rules just aren't fair because they disallow the PC's from doing something which is perfectly reasonable. Maximizing the adherance to the laws doesn't necessarily lead to fairness, because the laws aren't perfect and they aren't comprehensive. I am arguing that the implicit contract involved in an RPG isn't that it follows a set of rules, but that it is some sort of simulation and that the contract is violated not when the rules are violated but when the DM's rulings violate the ordinary sense of what is fair and reasonable within the context of what is being simulated. Thus, the rules for example for running should closely match peoples expectations for what can be achieved in a run. The designers of the rules designed them precisely to the standard that they would produce results that seemed reasonable and fair based on people's own experiences and expectations. By 3rd edition, the rules have gotten pretty good and most of the time this is the case.
I am arguing that for many PC's, their sense of fairness isn't necessarily violated when the rules are broken, but rather when the DM's ruling - whether based in the rules or not - violates thier expectations about what is fair. If a rule in game produces a blatantly unrealistic result that lies well outside a person's ordinary expectations, then they are going to feel that they are being treated unfairly whether its the rules or not. If a player feels that they've been treated unfairly, you can't just say, "Them's the rules, now suck it up." As a DM you have to address the fact that sometimes the rules aren't fair, and that often a PC that raises that issue has a valid point.
So far, I imagine that at least as far as that goes, most everyone agrees with me. I would imagine that if in a game, even the most hidebound DM here, if a rule came up in play that was grossly unfair to a PC, would quickly (or not so quickly) hash out a solution that all parties felt was acceptable. So to that extent, we see that even the 'law side' of the debate agrees that fairness is more important than following the rules. Furthermore, I would hope, that every DM and player here admits that when hashing out this new solution that the DM is the final arbiter. Whatever he decides should of course take into account the PC's concerns, but ultimately the PC doesn't get to decide what the rule is and what should happen because that is the DM's job.
But its at this point that the big disagreement comes up. I believe that the DM can and should do this even when the ruling at least in the short term disadvantages the PC's, because the DM - if he truly represents a neutral arbiter of the game - is not merely ruling in favor of the PC's whenever it happens that the rules of the game are unfair to them, but whenever he decides that the rules of the game are unfair period - even if it so happens that just at this time its going to place the PC's at a slight disadvantage. If the ability of the DM to change the rules on the fly is completely limited to when the player's think its fair, then the DM isn't truly being impartial at all and he is in fact reduced to merely being the instrument of the PC's will and desires. If that's the case, I'd just as soon prefer that the PC's play with out a DM at all, as I have no real interest in being relagated to the role of Santa Claus. In fact, if that's the sort of games which are to be played, then I have no interest in RPG's at all - as games like chess, bloodbowl, and football are far more interesting as competitive games than RPG's can ever be and I have no interest in holding any degree of authority over a DM when I'm a PC either. The game just stops being compelling for me when it becomes nothing more than a set of rules, and the DM nothing more than an intrument by which the PC's are fulfilling thier ego trips. To me, such games are the unbalanced inverse of the situation in which a DM starts treating the NPC's as favored beings, boasting and showing off his power as DM as if it was really anything of substance, and begins to abuse the PC's in order to satisfy thier own egotistical streak.
RPG's are an enherently cooperative game that IMO work best when the player's agree to cede final authority to the DM, and the DM in turn agrees to let the PC's be the protagonists (rather than mere props), to not abuse the his power, and to tell an entertaining and compelling story. Both groups work together to create a story. The DM provides the setting, the antagonists, the challenges, and the minor characters - the player's play the protagonists and shape the story in interesting ways by the choices they make and they amusing commentary and conversation they provide. The system falls apart when either side starts demanding too much authority over the other one. DM's should almost never tell players what thier characters do. This takes away the players free choice, and ultimately makes the game less fun for the DM because the whole point of having player's is that they do surprising things that you yourself would have never thought of. PC's should not tell the DM what happens or is supposed to happen as the result of anything, because this takes away the DM's ability to judge and ultimately makes the game less fun for them because the whole point of having a DM is that they don't know what is going to happen next and they have a person at the table who doesn't judge what should happen next by what they want to happen next.
(For those of you that are DS9 fans, think about theme of the pilot episode.)