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<blockquote data-quote="Maxperson" data-source="post: 9243311" data-attributes="member: 23751"><p>Gygax over and over tells the DM in the 1e DMG that he is the final arbiter and the players have no recourse to overturn the DM's rules decisions other than to leave the game.</p><p></p><p>What he is doing in the DMG is saying that the rules are hard coded, but can be changed by the DM if the DM wants them changed. They are not optional in the sense that you have to opt into it like the survival guide rule above, but rather than the rules are in play unless the DM opts out(changes or removes the rule). Rule 0 has always been in D&D.</p><p></p><p>In D&D optional rules = opt in. Hard rules = opt out. Only the DM can engage the optioning.</p><p></p><p>Edit: Oh, and this is in the 1e PHB on page 8.</p><p></p><p>"This game is unlike chess in that <strong><u>the rules are not cut and dried</u></strong>. <strong>In many places they are guidelines and suggested methods only. </strong>T<strong>his is part of the attraction of ADVANCED DUNGEONS & DRAGONS, and it is integral to the game. </strong>Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. <strong>THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN</strong>. Participants in a campaign have no recourse to the publisher, but they do have ultimate recourse - since the most effective protest is withdrawal from the offending campaign. Each campaign is a specially tailored affair. <strong>While it is drawn by the referee upon the outlines of the three books which comprise ADVANCED DUNGEONS & DRAGONS</strong>, the players add the color and details, so the campaign must ultimately please all participants."</p></blockquote><p></p>
[QUOTE="Maxperson, post: 9243311, member: 23751"] Gygax over and over tells the DM in the 1e DMG that he is the final arbiter and the players have no recourse to overturn the DM's rules decisions other than to leave the game. What he is doing in the DMG is saying that the rules are hard coded, but can be changed by the DM if the DM wants them changed. They are not optional in the sense that you have to opt into it like the survival guide rule above, but rather than the rules are in play unless the DM opts out(changes or removes the rule). Rule 0 has always been in D&D. In D&D optional rules = opt in. Hard rules = opt out. Only the DM can engage the optioning. Edit: Oh, and this is in the 1e PHB on page 8. "This game is unlike chess in that [B][U]the rules are not cut and dried[/U][/B]. [B]In many places they are guidelines and suggested methods only. [/B]T[B]his is part of the attraction of ADVANCED DUNGEONS & DRAGONS, and it is integral to the game. [/B]Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. [B]THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN[/B]. Participants in a campaign have no recourse to the publisher, but they do have ultimate recourse - since the most effective protest is withdrawal from the offending campaign. Each campaign is a specially tailored affair. [B]While it is drawn by the referee upon the outlines of the three books which comprise ADVANCED DUNGEONS & DRAGONS[/B], the players add the color and details, so the campaign must ultimately please all participants." [/QUOTE]
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