Don't you think you are implying not doing it your way is immature? Is that really good?Not literally. It's a cultural reference. Enough so that there's ascii art for it.
View attachment 411740
The point is that "bear it until you just have to leave" is... short sighted and immature.
Adults talk things through before they become unbearable or crises, if at all possible.
One DM has a lot more power to make a game unpleasant than one player.I've had players at the table that ruined the experience for others. Fortunately rare but sadly occurs just as often or more often than hitting a bad DM. It's just a numbers thing, 1 DM versus 5 other people sitting at the table.
Isn’t this just 1 thing? Isn’t a GM abusing the power and authority granted to him by the players ipso facto violating the social contract?This is not correct. The DM can still be wrong by...
1. Violating the social contract.
2. Abusing his power and authority.
It's fine to talk about fictional positioning and whatnot but it's not like this is anything new. As @Maxperson said above a DM can have a ancient red dragon turn that level 1 party into ash. It may even follow the fiction of the world - the dragon is the biggest threat in the region and the characters were just unlucky enough to run across it. But it would violate multiple aspects of D&D including XP budget, guidance on CR, the social contract clearly stated in the rules of making the game fun for the players.
So it's not a strawman to discuss what other games say, it's just a strawman to say that the rules of the game don't address the exact same issues in D&D. GMs in any game can ignore the rules.
He's not talking about "long tedious rules debates" being mature. He's talking about talking problems out with the group as being mature, whereas table-flipping (or its verbal equivalents) to be immature. If you leave a game and just ghost the DM, that's immature. If you leave a game and say "I don't want to play because of XYZ," that's (probably) more mature. (Depending on what XYZ are, of course.)Don't you think you are implying not doing it your way is immature? Is that really good?
You like long tedious rules debates. My group does not. Yes we tolerate our DMs decisions because overall it is better. And I'm sure my players would say the same about me. They don't agree with everything but it is not worth losing a whole evening to arguments.
In the case of leaving a game, I don't consider leaving a game as antagonistic. I just decided I don't want to play in that campaign. Enough said. D&D, I've found is very taste driven and the game itself is so diverse in playstyle that it's best to just seek the game you like and it's no big deal if everyone agrees or not. The difference is if we want to play in DM X's game we are going to defer to DM X on his campaign.
I am sorry, but as I said I don't think I have ever encountered a situation that matches what you describe here. In particular the premise "need to be reconciled" is one I have a hard time envisioning how could be the case. The "agree to disagree" and continue amicable relations are a very well known technique for a reason.There is no word prior to the disagreement, yes. But once we finally discover that there's a huge disagreement that needs to be reconciled, we have to go through the painful, laborious process of turning unwritten into written, so that we can reconcile it. When it is unwritten, unspoken, invisible, it's not possible to reconcile those deep disagreements because we have no words to express them.
If both person 1 and person 2 are able to say "A" Then you are aleady in the domain of words? That is I fail to see how the exact same problem doesn't also apply for written rules?How do you then resolve a deep disagreement where person 1 says "A" and means <X> but person 2 says "A" and means <Y>? The differences are entirely obscured by not having words to express them.
Yes. As I have said I am not happy with the language we have available. That however is also a problem with written rules, isn't it? If words with poorly defined meaning is used in a rules text that would give the same problems as if you for instance carelessly mentioned it oraly when pitching a game (creating unintended expectations)Well. I was more meaning how we've had to do things like spend 500+ posts hashing out what "simulation" means before we can even begin having a conversation of any utility.
Well, this might be so, but I still do not see how these observations are relevant with regard to prefering rules to be written rather than unwritten?I don't see how it's not utterly essential to this topic. Those strong opinions are where the aforementioned "person 1 says 'A' and means <X> but person 2 says 'A' and means <Y>" situations arise. If strongly-held opinions cannot, even in principle, be reconciled--if person 2 will never, under any circumstance, ever accept that 'A' should mean <X> and not <Y> even under limitations--then person 2 is unwilling to cooperate with others. The only result they'll ever accept is total capitulation to their opinions. That's an insoluble situation, and thus, such people absolutely should not be playing any game, TTRPG or not.
Certainly more than "cannot play games". They'll almost certainly struggle with all parts of socializing in our world. There's a joke I'm tempted to crack here but it might run afoul of bringing IRL topics into game discussion.
If they make a claim shaped as a objective truth claim rather than as an expression of subjective opinion, I tought pointing out the complete lack of evidence for the claim was considered a solid refutation?They're in a stronger position because how can you tell them they're wrong when there's no information to base that on?
It's stronger by way of being almost totally immune to refutation.
This is a new perspective on gaming to me. As such I might not quite get what you are trying to say here. However I will still try to give it a go.I mean, maybe they do, but general conversation isn't what is most relevant here, is it? It's how we resolve ambiguous situations. That's what gaming is....kind of about? If we could just declare resolutions to ambiguities, we'd truly be doing pure improv theater (or freeform roleplay, more or less the same thing). Relying on unwritten, unspoken, invisible rules in order to resolve ambiguities is extremely likely to, sooner or later, produce an ambiguity where critical parts of what make it ambiguous are obscured behind the things we have no words for because they've been offloaded into the "invisible rulebooks". That's when the nightmare begins.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.