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On taking power away from the DM

Quasqueton

First Post
I so often see comments about how the latest edition of D&D has "taken power away from the DM." This usually seems to be considered a sad thing (and sometimes a bad thing).

I don't understand this concept. Please explain this idea of "DM power", and explain how DMs have lost it.

Quasqueton
 

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As someone who believes this to be the case, I'll give you my opinion on the matter, which i am sure is nowhere enar universal.

The bogeyman of "DM fiat" crops up in D&D discussions -- on messageboards, in person, now and as far back as the old Dragon forum section -- and generally used in a negative manner. It suggests that DM "power" -- the responsibility to interpret the rules, the ability to say both "yes" and "no", and the final arbiter of what happens at the table -- will inevitably lead to corruption, as the old saying goes.

The best way to combat this, as shown through the entire life of D&D, not just 3E or 4E, has been twofold. First, codifying more and more aspects of the game into rules, to cover more and more scenarios and circumstances, reduced DM power and therefore his/her ability to mistreat the players and their characters because players, particularly rules lawyers types, can point out in the rule book that the DM is doing it "wrong". if there isn't a rule in the book to cover a situation, or if the rules are vague or the book gives a "rule" that is explicitely a suggestion -- as is often the case in the AD&D 1E DMG -- the DM maintains his "power" to determine the situation, the chances of success or whatever else is important and fun about the situation.

The other method by which DM power is reduced is through the ever increasing choices available to the players in building characters. It isn't that options are bad, or even that certain options might be "broken" or "overpowered" (that's a separate issue). And options by themselves wouldn't be particularly troublesome. But most "options" available to players are exceptions to the aforementioned ever expanding set of rules. By codifying a process or type of action, and then providing a method for a PC to take extra advantage of those codified rules, the Dm is put in the position of having to go farther to challenge the PC (note that the difference between challenging the players vs. their PCs is an associated issue, but not necessarily directly related to DMs losing "power").

Of course, DM's are free to limit options allowed in their campaigns. In theory, anyway. But when a game's publication schedule is dominated by player-oriented material -- as 3E's has been throughout its life -- the game-culture becomes such that these new options are directed at players, who buy the books and therefore "should" have access to the material.

Obviosuly, neither of these issues are universal and social contracts, trust and shared responsibilities for everyone elses' fun can mitigate these things. but if any of those mitigating factors is wanting, trouble can ensue. The worst I ever experienced was when a player in a high level 3.5 game was enraged because the BBEG's method of tracking and attacking the party wasn't something directly out of the DMG that could be countered by some other codified PC tools. I had committed the crime of "making stuff up" which, to my mind, is the DM's right and responsibility.
 

Of course, the fun of the above is that the NPCs can take advantage of this too. And the DM is still given powers to house rule, make things up, and determine plot. Which is not quite powerless.
 

Quasqueton said:
I so often see comments about how the latest edition of D&D has "taken power away from the DM." This usually seems to be considered a sad thing (and sometimes a bad thing).

I don't understand this concept. Please explain this idea of "DM power", and explain how DMs have lost it.

Quasqueton

Several aspects to the concept:

1) In older versions of the game, no one understood the rules very well (as the rules often didn't make sense). Especially in corner cases, the DM would say "this is how we'll handle that". Players could (and did) argue, but it was just them against the DM.

Nowadays, the rules are clearer and better understood, although there are always corner cases, poorly-written rules, outright errors, etc. Players often know the rules as well as DMs, especially for "niche" areas. (For instance, far too many times I hear about DMs being "victimized" by psion players because while the DM knows the core rules really well, their knowledge of the psionic rules is inferior to that of their one psion player.)

This makes it easy for a player to argue (in rules terms) against a DM's corner case ruling. Now, since DMs still have "ultimate power" they can just tell the player "this is how it is" but it promotes bad feelings because the player "knows" they're in the right (and by "know" I mean they have a leg to stand on that they wouldn't have had in 2e).

2) NPC power! It's been my experience that when players choose a dodgy interpretation of the rules (and the DM ends up agreeing with them), it works better for them than when a DM does the same thing. For instance, let's suppose an argument sparks between a DM and a player whose character uses a spiked chain. The DM just wants to say "it works this way" but the player knows the rules and convincingly argues that it should work "that way"; the DM ends up going with the player's way, even though they're afraid that interpretation may cause problems with challenging the party.

So later on the PC ends up "overpowered" (subjective, of course) in the DM's mind. What is the DM to do? He can use the same interpretation with spiked chain wielding NPCs but they can't do that all the time; that would be boring (overusing same archetype of NPCs), obvious, and would probably end up knocking down PCs who aren't using spiked chains anyway. They find it hard to impose their way of seeing things now because they've already agreed with the player, in large part due to a rules discussion.

3) DM fiat. As stated above, a "bogeyman". It's not bad by itself, as long as it makes sense. But just as there are bad players who always argue with the DM, there are bad DMs who always impose fiat in a negative way. Since players "feel empowered" to discuss rules in a way they couldn't before, they might try not to accept fiat. Short of throwing a player out (which might be a good idea in some cases) or causing bad feelings, the DM cannot literally impose the fiat; they have to make the player accept the ruling (even if the player does not agree with the ruling).

4) There's nothing preventing a DM from making up a new rule, but players will know this, and if it somehow "messes" with them, they can get angry. The pool of DnD players is, unfortunately, small. I'd love to get a set of players who "won't argue excessively about rules, like adventuring rather than player-driven, like 3.x, and are serious at a game" but finding four other people like that is basically impossible.

Some of this is just based on my experiences. I've never been in a group with a single DM; there has always been rotating DMs (even if the rotation might be one DM runs their adventure for five weeks before we switch). As a result, it's impossible for a DM to be authoritarian; they can't issue orders to the players when it comes to following game rules.
 
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I don't think it has been "DM Power" at stake (that implies a zero-sum, adversarial situation), but rather "taking the DM out of the game" which is just what Ryan Dancey has suggested for the future of the medium.
 

Reynard said:
It suggests that DM "power" -- the responsibility to interpret the rules, the ability to say both "yes" and "no", and the final arbiter of what happens at the table -- will inevitably lead to corruption, as the old saying goes.

I'm as far from that point of view as it's possible to be. I can't see how "corruption" can occur in a tabletop game.

.... codifying more and more aspects of the game into rules, to cover more and more scenarios and circumstances, reduced DM power and therefore his/her ability to mistreat the players

I submit that if anyone in a group of friends gathered together to engage in a social activity is "mistreating" another, WotC is not the entity to whom one should turn. Freinds mistreating each other is a matter which has nothing to do with a rulebook, and everything to do with the interactions between people.

I'm not terribly clear what is meant by "mistreatment" in this case... someone taking someone else's share of the pizza? Physical or verbal abuse? Dunno. Suffice it to say that people whould govern their own social interactions. It certainly wouldn't happen in my game, and that's nothing to do with the fact that we're playing D&D (or playing cards, or catching a movie, or drinking down the pub, or whatever other activities we engage in).
 


Morrus said:
I'm as far from that point of view as it's possible to be. I can't see how "corruption" can occur in a tabletop game.

To put it bluntly -- jerk DMs.


I submit that if anyone in a group of friends gathered together to engage in a social activity is "mistreating" another, WotC is not the entity to whom one should turn. Freinds mistreating each other is a matter which has nothing to do with a rulebook, and everything to do with the interactions between people.

I'm not terribly clear what is meant by "mistreatment" in this case... someone taking someone else's share of the pizza? Physical or verbal abuse? Dunno. Suffice it to say that people whould govern their own social interactions. It certainly wouldn't happen in my game, and that's nothing to do with the fact that we're playing D&D (or playing cards, or catching a movie, or drinking down the pub, or whatever other activities we engage in).

You're missing the point entirely. In this context, "mistreatment" means "DM fiat that disfavors the players/PCs". I find it very difficult to believe that you don't know what I am talking about, considering that the entire argument against DM fiat pretty much boils down to, "That lets the DM screw us over!" The whole discussion, in fact, hinges on the acknowledgment that complaints about DM's doing unfair/unfun things in their games is the problem with fiat and why the reduction of DM power through player empowerment is a problem, or not, at all.

Lectures on social skills are entirely off topic. It should go without saying that issues exist in and/or stem from the game, not because you have a collection of complete jerks and idiots around the table.
 

Gentlegamer said:
I don't think it has been "DM Power" at stake (that implies a zero-sum, adversarial situation), but rather "taking the DM out of the game" which is just what Ryan Dancey has suggested for the future of the medium.

That's the past of the medium -- as seen in computer games and "adventure board games". if that's the future, get the fires stoked to brand "Grognard" across my forehead.
 

Reynard said:
To put it bluntly -- jerk DMs.




You're missing the point entirely. In this context, "mistreatment" means "DM fiat that disfavors the players/PCs". I find it very difficult to believe that you don't know what I am talking about, considering that the entire argument against DM fiat pretty much boils down to, "That lets the DM screw us over!" The whole discussion, in fact, hinges on the acknowledgment that complaints about DM's doing unfair/unfun things in their games is the problem with fiat and why the reduction of DM power through player empowerment is a problem, or not, at all.

Lectures on social skills are entirely off topic. It should go without saying that issues exist in and/or stem from the game, not because you have a collection of complete jerks and idiots around the table.

No, I get the pont; my view is that such situations are entirely social issues. If your DM is a "jerk", why would you socialise with him?
 

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