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Rant -- GM Control, Taking it Too Far?
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<blockquote data-quote="fanboy2000" data-source="post: 4647987" data-attributes="member: 19998"><p>Talking about DM player relations more generally.</p><p></p><p>I take the approach that there are only two rules to dungeon mastering:</p><p>1. The DM rules with absolute authority. (Caesar has nothing on the power a DM wields.)</p><p>2. The DM rules with consent of the governed.</p><p></p><p>Generally speaking, it's best for a DM to keep rule number two a secret from his or her players. Mind you, it's an important rule all DMs should keep in mind. But it's better for everyone if the DM doesn't actually remind anyone of the fact; doing so could lead to dissension among the rabble.</p><p></p><p>Keenly aware of number two, I throw my players a few bones to keep them quite (or at least, ignorable):</p><p></p><p>1. The rules in the main rule book are binding on me. </p><p></p><p>In D&D only the PHB is binding on me. (PHB 1 in editions that have more than one.) The DMG is persuasive. The MM is also persuasive, but less so. If players try to tell me a monster I'm running must certain stats are be a certain way, they will quickly be set straight.</p><p></p><p>2. Players have full control over their characters backgrounds, names, and actions. </p><p></p><p>Real life examples include the Gnome who thought he was the Nome King from <em>Ozma of Oz</em> (and other Oz books), the guy who named his character Sir Sir Sir. (The first Sir was a title), the guy who wanted to be a half-orc in a Norse campaign where half-orc were giants (we did warn him), and the kid who said his tifeling was 1/4 demon (sure, whatever makes you happy.)</p><p></p><p>3. Some consistency in encounter design and make-up. </p><p></p><p>This creates a sense of stability that allows my players to come-up with interesting strategies and plan ahead, combat wise. This ties in with making the main rule book binding. This gives the players the ability to plan and plot using a stable ruleset that has online support. </p><p></p><p>The upshot for me, is that I can exploit this familiarity by lulling my players into a false sense of security. </p><p></p><p>The important thing to remember, though, is that rule number two means that if the DM abuses his or her authority the number of players in the group may drop to zero. However, I've found that keep that from happening by employing the above guidelines.</p></blockquote><p></p>
[QUOTE="fanboy2000, post: 4647987, member: 19998"] Talking about DM player relations more generally. I take the approach that there are only two rules to dungeon mastering: 1. The DM rules with absolute authority. (Caesar has nothing on the power a DM wields.) 2. The DM rules with consent of the governed. Generally speaking, it's best for a DM to keep rule number two a secret from his or her players. Mind you, it's an important rule all DMs should keep in mind. But it's better for everyone if the DM doesn't actually remind anyone of the fact; doing so could lead to dissension among the rabble. Keenly aware of number two, I throw my players a few bones to keep them quite (or at least, ignorable): 1. The rules in the main rule book are binding on me. In D&D only the PHB is binding on me. (PHB 1 in editions that have more than one.) The DMG is persuasive. The MM is also persuasive, but less so. If players try to tell me a monster I'm running must certain stats are be a certain way, they will quickly be set straight. 2. Players have full control over their characters backgrounds, names, and actions. Real life examples include the Gnome who thought he was the Nome King from [I]Ozma of Oz[/I] (and other Oz books), the guy who named his character Sir Sir Sir. (The first Sir was a title), the guy who wanted to be a half-orc in a Norse campaign where half-orc were giants (we did warn him), and the kid who said his tifeling was 1/4 demon (sure, whatever makes you happy.) 3. Some consistency in encounter design and make-up. This creates a sense of stability that allows my players to come-up with interesting strategies and plan ahead, combat wise. This ties in with making the main rule book binding. This gives the players the ability to plan and plot using a stable ruleset that has online support. The upshot for me, is that I can exploit this familiarity by lulling my players into a false sense of security. The important thing to remember, though, is that rule number two means that if the DM abuses his or her authority the number of players in the group may drop to zero. However, I've found that keep that from happening by employing the above guidelines. [/QUOTE]
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