kermit4karate
Adventurer
OK, I think I follow.That's my point. The book can't force you to run the game in a specific manner. It can't force you to, say, use Legendary Resistance the first three times the monster needs to make a save*. You can choose to have the monster hold onto them for when it needs them. There's nothing that forces you to let the monster have any legendary saves, if you don't like the idea in the first place.
And that's true of GM agenda and principles in a narrative game. Even if the game actually says "you must do this" ...no, you don't have to. And very few games actually say "you must do this." If you want an example of a game that does, apparently Synnibar said that GM's must run exactly by the adventure, the players may see the adventure afterwards, and if the GM deviated, the players got extra XP or something like that. That's a limitation on GM behavior.
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* Which is something I've seen people claim, saying it means that parties use three low-level spells right away to get rid of those saves, thus legendary resistances are a bad rule.
I think part of the subtext for me is...why even bother writing a lot of this GM boundary stuff down though? I ignore a solid half to 2/3 of the material in the 2024 DMG already. I don't need it. A lot is overkill and mostly just slows the game down for me.
I also don't believe most DMs benefit from most of the pages in the core books (and the books from previous D&D versions after 1E, when the bloat really kicked into high gear) either, but I recognize that many don't see it the way I do.
I know anyone can choose to ignore or add whatever they want to, but at some point a book is long enough. Adding more spells, new magic items, new monsters or more detailed ancestries, maps, adventures, etc. -- I'll take more of that stuff all day long. That's the creative gold that gives me ideas, but I don't need more rules.