D&D 5E Rarity: Winged Boots v Boots of Levitation - Huh?

Warning! Incoming wall-o-text. Sorry about that!

First, to distinctly differentiate the Players role from the DM's role.<snip>

So...the DM having the ability to write the world isn't enough? We have to keep players completely ensconced away from certain information, because simply by knowing it, they destroy the difference between the two? I'm sorry, I don't really buy that.

Second, mystery. It allows "mystery" for the Players. The Players don't know the monsters. <snip> Excitement in the face of the unknown is a KEY (if not THE key) ingredient of playing an RPG in the first place.

How does one preserve this numinous "mystery" after more than a single campaign? Do players need to edit out their memories of previous games, because they were able to see the kinds of treasure they got there, the kinds of checks they'd have to make and their (approximate) odds of success? The way you're presenting this, it's not possible to preserve this "key element" for more than a single campaign--perhaps not even that long. How can it be "key" to be new to the game, when people are only new to the game once? And if it's not a matter of being new to the game, how do you preserve this ignorance in the face of being exposed to this information by playing through it?

By keeping the players from "peeking behind the curtain" (as some wise writer once said), it helps maintain that mystery. As soon as you have a Player instantly flip open the PHB, then make some quick calculations, roll a d20, then blurt out, "Ok. I made my Swim check with all the appropriate modifiers. I beat the DC for River - Rapids by 6... so I swim to shore"... well, you've just (A) erased that distinction between DM and Player, and (B) sucked all the mystery and excitement out of would could have been a wonderfully dramatic situation.

Uh...wow, reaching much?

Firstly, you've switched goalposts--but in a way that somehow makes your argument even more strict. Now players can't even read the PHB, because it tells them information about the game. Also, apparently, players having even a rough idea of how successful their choices could be prevents them from having any "mystery," despite the plain fact that that's the only way to make informed decisions--otherwise, it's about reading the DM's mind rather than playing the game. Is knowing "I have pretty good, but not perfect, odds of swimming across a river if I want to" really such an incredibly deep and significant problem that now drama is dead? I thought that was why we had dice in the first place--so that, no matter how much knowledge you had about your abilities, there was always some chance you could succeed, and some chance that you could fail.

Second, please don't throw "Old School Primer" examples around as though they were obviously the guaranteed consequence of players potentially knowing stuff from the DMG. Yes, some people are going to engage in utterly flavorless, raw-numbers statements. You have not established that knowing some stuff from the DMG (for example, by having been a DM in a different/prior game) automatically causes such behavior--and until you do, it's at best a non-sequitur, and probably a slippery slope too. "I've read the DMG" does not entail "I flip open books at the table, force people to wait while I do calculations, dryly and without any roleplay announce the results of those calculations, and demand satisfaction and appreciation from the rest of the table."

So, while I understand your stance on it, I don't think you've thought through the actual consequences of what the 3e+ "Everyone can read every book" action. I NEVER has as many arguments with players as I do when I'm trying to DM players who have grown up with 3.x/4e/PF. Virtually every ruling or adjudication I make is questioned and dissected. Books are flipped open, rules are pointed out, Feats are read aloud, etc, etc, etc. I have to explain why their roll of 22 failed when the rules say the DC check is a 18 at maximum. If I don't, kittens are lost in epic fashion. Giving in, I finally say "Guys! It's a fricken illusion! OK?! See!? THAT'S why you 'failed'...because the illusion makes you 'fail'." Aaaaaannnd.... POOF! Mystery gone. DM authority undermined. Future situations with anything "not in the rules", negated. No thank you. I will not play/DM in that kind of game.

If people are allowed to respond to my statements with, "You should choose not to play with jerk DMs," I think it's perfectly appropriate for me to reply to this with: "You shouldn't play with jerk players." If your players are repeatedly rules-lawyering you, dismissing your authority (which, you'll note, I have never said a DM shouldn't have authority, though you seem to have not noticed that), nit-picking every single statement you make, and otherwise being disruptive, annoying, rude, frustrating, derailing jerks, maybe you need to find better players. (As an aside, anyone who argues that this specific check cannot possibly be higher/lower than Difficulty X is both being an idiot and a jerk, since book DCs are explicitly a suggestion/baseline and always have been, circumstance has always been part of the equation regardless of edition.)

And even if that weren't the case? Again, not a single part of this argument has anything to do with the example I gave: DMs who decide, after they start DMing, that they'd like to play in a campaign. What do you do with them? Are they now anathema, because their "behind-the-curtain" knowledge means that they know what the "typical" difficulties are, and can thus intuitively recognize when something is harder than it "should" be (note quotes! I'm NOT saying they're right!), even as just a gut feeling rather than a "rule" they could point to?

And, as a final note, you not liking the distinction between Player and DM is just something you'll have to live with. You can try and delude yourself into thinking both are "the same", but they aren't. And they SHOULDN'T be. Not any more than the players in a sport should have equal say in rulings made by the referee. The Ref is there to maintain structure and fairness. This should lead to the players enjoying the game more. Yes, they may argue with this call or that, but ultimately they know that the Ref is not "just another player"... and that he/she is outside all that stuff. A Referee in an RPG is the very similar; he/she is not a player. Different responsibilities and different goals. Why do people play sports? Because they enjoy it. Why do people Referee sports? Because they enjoy it. Claiming that both types (players and refs) should be treated "equal" is...silly, IMHO.

Okay, now I'm upset. Please don't call me "deluded," particularly when you are the one who inserted the "ignoring the distinction" idea. I have never, not once, suggested that there should be no difference whatsoever between DM and player. Never. Not in this thread, not on this forum, and not even on the internet at large. You are putting words in my mouth and then insulting me for those words.

Yes, I said that I think it is poisonous to the hobby to view participants as "players xor DMs." That is not the same as saying I don't think there should be a distinction between them at a given table. I am speaking of the hobby as a whole. Individual people emphatically should not be categorized as "is a DM now and forever, in all games" because they've read the DMG. But the 1e DMG--allegedly, as I've said, because I haven't read it myself--specifically encourages that kind of behavior, because it explicitly says that you can punish people who are players in a game, but have read the DMG. "Player who has read the DMG" includes all people who have ever DM'd a previous campaign, but are now coming in as players in a separate campaign. Thus, the rules explicitly instruct DMs to punish others who have been DMs in the past, but are players now--and therefore implicitly encourages them to categorize all people, at or away from the table, as "players" (someone who has not read the DMG) OR "DMs" (someone who has read the DMG, and therefore cannot play because they'll be punished for it).

I adamantly believe that DMs can, and should, exercise discretionary authority. I also think it is absolutely best (for most groups) that there be a "final arbiter." I also believe that the DM, in a very important sense, takes a "primary" role in crafting the campaign (whether that be "initial," only setting up the initial details; "leading," continually defining the new details but not necessarily fleshing every detail out; or "central," producing most if not all of the background/'fluff' for the game), and that's before you consider any amount of mechanical creation (monster, trap, and terrain design, just to start).

The thing I take extreme umbrage with is the "viking hat" DM--the one who un-ironically says, "This isn't a democracy, this is a dictatorship, and I do whatever I feel like regardless of what you say." The DM who, for no reason other than "I think it's stupid," vetoes a perfectly normal, polite request for something--not because it doesn't fit the campaign theme, not because it's broken good or broken bad, simply because "it's stupid and I hate it," and resolutely refuses to even consider any form of adaptation, compromise, or whatever else. The DM who might as well not even listen to a player's appeal, because they're going to rule how they're going to rule and no amount of discussion (no matter how polite, well-reasoned, and non-disruptive it is) will make even the smallest difference.

And before anyone asks: yes, I absolutely have seen people talk this way. It tends to be about things like classes and races, but it can extend to pretty much every part of a campaign, and I never, ever want to play with a DM who behaves this way.

PS: As for "punishing DM's when they play", I don't think so. It advocates punishing those who abuse it; those who use their knowledge above and beyond what their PC's may reasonably know. That said...any DM worth his salt would have a LOT of different things anyway. So a DM playing in another's game may have his DM knowledge bite him in the butt by making the assumption that Rule X works as per the DMG Page XX; when in fact, in this DM's game, it has been modified significantly. This all ties back into the "Players don't need to know" thing quite nicely.

So...now you're agreeing with me that it's essentially impossible for a DM not to have some level of DMG-knowledge creep into their behavior, and moving the goalpost by saying that it's only when it's disruptive knowledge...which means you (in theory) actually agree with my above point as well, that players who read those books but do not behave disruptively are perfectly fine. I really don't understand how to respond, now, because you seem to have negated your own argument from above. Anyone--a DM or just a player who casually read "DM books"--should be perfectly acceptable as a player, as long as they're not disruptive with their knowledge. What need, then, is there for this "punish people who have read the DMG" rule? You should deal with disruptive players regardless of the reason for their disruptive behavior, so the rule is superfluous, merely highlighting a particular form of disruptiveness, which could have been addressed all at once. Its only other purposes are (a) to give license to the DM of a particular group to engage in petty/passive-aggressive punishment, and (b) as I've argued, to discourage someone who decides to become a DM from ever playing in anyone else's games.

But, even if 5e encounter-building guidelines aren't terribly useful (or even seem actively bad) to experienced DMs, 5e didn't do away with them, so it still presents the idea that DMing is a task that can be done by following reasonably clear steps, even if there's an extra multiplication step in the encounters guidelines, and regardless of how great the results may be. At the very worst/most cynical, it's a bait-and-switch, which gives new or 4e-accustomed DMs a false sense of security with guidelines that don't work, then presents them the opportunity to fix the problems on the fly by Empowering them through a system that relies heavily on their rulings.

I guess then I don't understand why it only started with 4e and its stuff, because at least in theory 3e was trying to do exactly the same thing with its CR system--which has exactly the same name as the 5e system. 5e's system is slightly more complex to use, what with the multipliers and such. From what I hear, it's more useful than the 3e version, but only somewhat so, in the sense that it can be useful if you don't have creatures that cast spells (where, just as with 3e, it becomes almost completely useless due to the incredible variety of effects that spellcasting brings) but may not always be (especially in the <2 or >10 range).

It's all about adapting: you rule in the way that's best for your campaign (and, yes, your players), instead of following some inflexible Rule as Written.

Okay, yes, we were using highly orthogonal definitions of "adapting." Just to make sure I understand your meaning, you are saying that the 1e/"old school" game was centrally about adapting because the DM must (almost mandatorily) take the system and re-mold it in her hands, shape it into the thing she wants it to be, because the system-as-written almost certainly will not be that thing, and may even fall very short of the mark. On this point, I am more or less fully agreed.

My point was not about "the DM must adapt the system." My point was that, it seems to me, DM empowerment--especially the way its defenders usually speak of it--seems to extremely strongly encourage DMs to not do what you put in a parenthetical, which is a very different and (IMO) fantastically important part of the art of Dungeon Mastering: the DM adapting his expectations. Hence my use of the word "compromise." You cannot have a real "compromise" between the DM and the system, because the system cannot negotiate, it simply is, and the DM can (and, even I would agree, sometimes should) make decisions about what to keep or toss, what to obey and what to ignore, what to tweak and what to preserve, etc.

The only compromises that can possibly happen in a "running/playing a TTRPG" context are player-player and DM-player compromises. The former should, ideally, be worked out through roleplay, though OOC considerations (like "hey guys let's take a break, things are getting a little heated" or "hey, I'm playing a Paladin and you're a Wizard, would you be okay trading that holy symbol for the wand I found in the previous room?") can factor in as well. DM-player compromise, if the word is to have any meaning at all, requires that both the player and the DM be flexible, considerate, and able to adapt their expectations. A DM who says, "I think the Swordmage class is idiotic, so you can't play one" is being inconsiderate (DM preferences absolutely outrank player preferences), inflexible (no possible re-framing can address the issue), and refuses to adapt expectations (a Swordmage is always a Swordmage, it cannot be any other way). I have seen posters who explicitly stated exactly this--the words were slightly different, but the sentiment was exactly the same. Their personal distaste for "gish"-type characters meant nobody in their games could ever play one. Nothing to do with disruptive behavior, unbalanced mechanics, lack of fitting the campaign theme, or anything else--just a straight up "I hate it, so you can't have it, and there will be no discussion."

I'm perfectly fine with a strongly "themed" campaign. Don't want Evil PCs because your last campaign fell apart due to PVP violence specifically because of alignment? I completely respect that; this restriction wouldn't make me leave, but some people might not like that. A world where humans are the only playable race (because everything else is an eldritch abomination or a non-sentient animal)? Perfectly acceptable. I might choose not to join as a result, but if this is clearly laid out before I sit down to create a character, I have no right to complain. A world where magic is exclusively the province of Malefactores who have sold their souls to Hell, and thus Swordmages (and really all magic-users) don't make sense? I respect that a lot, and if it's an interesting campaign premise, I could probably come up with a character to fit it. "I think Dragonborn are ugly, so they don't exist in this world"? Not much respect for that reason--I don't give a damn whether you think my character would look pretty IRL. "Nobody ever plays Paladins unless they want to be disruptive, so they're banned"? Uh, wow, thanks for assuming that I'm a bad, disruptive player just because I like knights in shining armor!

Just so we're clear, although I adore both Dragonborn and Paladins, there are totally good reasons to exclude them. Dark Sun, a cool and well-made campaign setting, has no place for them--and I'm okay with that, because it's a structural part of the campaign (a rather critical one, in fact). Glorantha, a world I know little about but which I know is quite popular, has no real ability to accommodate Dragonborn-qua-Dragonborn, because the closest equivalent is the Dragonewts, and they're sufficiently alien that it would take some seriously tortured logic to justify one wearing armor let alone adventuring among humans. Similarly, Dragonborn could make perfect sense in the Elder Scrolls universe (Argonians), but Dwarves don't, because the closest equivalent (Dwemer) are extinct--there are explicitly none of them left in the world, they all disappeared (for the pedantic, I'm not counting the corprus-infected one). Some adaptation could make a difference--maybe "Argonians" can spit poison/acid (no fire/cold/thunder breath), maybe the hardy Nords take the place of Dwarves (Dwarf stats, but not Dwarf culture). I've seen several DMs who found great joy in such things--going from "at first I couldn't see him in the campaign, now I can't picture it without him" kind of stuff.

It's all a matter of approach, and both sides being willing to be diplomatic and polite. Sometimes, there is no solution, and that will usually mean someone withdraws. Sometimes, the no-answer is baked into the sales pitch as it were: "I'd like to run a centaur-only campaign--who's interested?" I have no problem with that. But I am just as vehemently against a DM who won't even hear out a polite request as I am against a player who riotously demands playing an aboleth warlock vampyre(half) regardless of the theme the DM wants. Both of them are exactly the same problem, surfacing from different directions: "I must have my way, no one and nothing will stop me." It's just that, for whatever reason, these days the DM gets a free pass for being an autocratic tyrant because it's "their game"...or, like I said before, "it's the DM's world, you just witness it."
 
Last edited:

log in or register to remove this ad

Gygax hath written in the AD&D 1E DMG that the Players shouldn't know what's in the DMG save by experiencing it in play. And that players exhibiting too much knowledge should be punished by either reduced XP or by changing the mechanics. Yes, apparently Gygax believed this, at least at the time. Gygax hath caviled wrothly about such players and what to do with them, and changing the rules is about the nicest of the options; expulsion seems his typical.

Many old school players miss the feeling of exploring the system, and some have found that, by playing in 5E without reading all the rules, they attain just that.

As for flight - AD&D's flight rules were needlessly complicated. In 5E, I note which ones are noted as being able to hover; others have to move. It's implied in the MM, IIRC. (On page 8.)
 

Well game designers, including Gary, have biases. The most important thing is what works at your table. If we are going to play together, then a universal view on what's right with no disent may not provide the most favorable results. After that all I will ask for is consistent rules that do not create an abundance of corner cases. That includes magic item creation.
 

Again, not a single part of this argument has anything to do with the example I gave: DMs who decide, after they start DMing, that they'd like to play in a campaign. What do you do with them? Are they now anathema, because their "behind-the-curtain" knowledge means that they know what the "typical" difficulties are, and can thus intuitively recognize when something is harder than it "should" be, even as just a gut feeling rather than a "rule" they could point to?
I think the idea was probably that you'd play the game for a long time, becoming familiar with the inner mysteries through experience and building 'player skill,' until the challenge of play palled, and then you would become a DM. Kinda like the whole Sith master-apprentice thing. I doubt that ideal actually happened much, but there are a lot of assumptions used in classic D&D (like campaigns consistently making it past 10th level) that never really panned out.

I NEVER has as many arguments with players as I do when I'm trying to DM players who have grown up with 3.x/4e/PF. Virtually every ruling or adjudication I make is questioned and dissected. Books are flipped open, rules are pointed out, Feats are read aloud, etc, etc, etc. I have to explain why their roll of 22 failed when the rules say the DC check is a 18 at maximum.
Not exactly my experience. I saw more, longer, and more divisive arguments in the classic D&D era than the modern. I think it had a lot to do with the age of the groups I was in at the time, as well as the hobby being fairly new. But the rules themselves had plenty to do with it, too, as they were very open to interpretation, tempting 'rules lawyers' to 'make a case' for the DM interpreting them in their favor. One appeal of running the game with lots of self-authored variants was that no one could argue with you about what /you/ meant by a rule /you/ wrote. ;P

3e didn't cut down on the arguments so much as change their nature, as they went more from impassionedly arguing for an interpretation to pedantically establishing the Rules As Written.

I see less arguing in 4e and 5e. In the former, because the rules are clear enough there's little need to argue for long (so not fewer arguments, just much shorter ones), in the latter, because the core resolution relies completely on DM interpretation, so the DM's unquestioned authority is naturally established from the get-go (so fewer arguments, tending more towards 'gaming the DM,' then contesting the meaning of the rules). Neither completely prevents arguments, but they both cut down on them.

I guess then I don't understand why it only started with 4e and its stuff, because at least in theory 3e was trying to do exactly the same thing with its CR system--which has exactly the same name as the 5e system.
In a sense, the idea that there's some odyllic perfectly-level-appropriate encounter that the DM can try to approximate when he designs a dungeon has been with us since the beginning. Classic D&D often used HD/levels as if they were interchangeable, as if a 3rd level character and 3HD monster were somehow equivalent (they weren't, but it was occasionally implied), monsters appeared in encounter tables in the DMG by (dungeon) Level, which also implied certain monsters were appropriate for certain level parties (though, even PCs of the same level weren't exactly equivalent), modules were published as being 'for' PCs of a range of levels, like 1-3, or 8-12 or whatever. So, yes, the sense of an n-level encounter has always been there. 3e was the first time it was codified into encounter guidelines, they just didn't work well. In 4e, they actually worked, that's why it's seen as 'starting' with 4e. It might be as reasonable to say it ended with 4e.

5e's system is slightly more complex to use, what with the multipliers and such. From what I hear, it's more useful than the 3e version, but only somewhat so, in the sense that it can be useful if you don't have creatures that cast spells (where, just as with 3e, it becomes almost completely useless due to the incredible variety of effects that spellcasting brings) but may not always be (especially in the <2 or >10 range).

[qoute]Okay, yes, we were using highly orthogonal definitions of "adapting." Just to make sure I understand your meaning, you are saying that the 1e/"old school" game was centrally about adapting because the DM must (almost mandatorily) take the system and re-mold it in her hands, shape it into the thing she wants it to be, because the system-as-written almost certainly will not be that thing, and may even fall very short of the mark. On this point, I am more or less fully agreed.
That's a decidedly negative spin, but yeah. More positively, the game is designed/presented as a 'starting point,' for the DM, which avoids the implication that said starting point is not useable as-is.

My point was not about "the DM must adapt the system." My point was that, it seems to me, DM empowerment--especially the way its defenders usually speak of it--seems to extremely strongly encourage DMs to not do what you put in a parenthetical
you rule in the way that's best for your campaign (and, yes, your players), instead of following some inflexible Rule as Written
, which is a very different and (IMO) fantastically important part of the art of Dungeon Mastering: the DM adapting his expectations. Hence my use of the word "compromise." ...
The only compromises that can possibly happen in a "running/playing a TTRPG" context are player-player and DM-player compromises.
Sure, DM Empowerment means DM-player 'negotiations' are going to be from a position of DM strength. With power comes responsibility, the 5e DM is responsible for his table, how enjoyable his campaign is, how his players get on, and so forth to a greater degree than in 3e or 4e, where players shared more of the responsibility. You can think of it as the DM's reward for assuming that more burdensome and responsible position, being that he doesn't have to compromise on his vision of the campaign as much as the players must compromise on their visions of their characters.

DM-player compromise, if the word is to have any meaning at all, requires that both the player and the DM be flexible, considerate, and able to adapt their expectations. A DM who says, "I think the Swordmage class is idiotic, so you can't play one" is being inconsiderate (DM preferences absolutely outrank player preferences), inflexible (no possible re-framing can address the issue), and refuses to adapt expectations (a Swordmage is always a Swordmage, it cannot be any other way).
There may be no place for the class in the DM's campaign. That's often the case, a class, item, race, spell or whatever may simply be inappropriate to the setting or theme or tone of the campaign.

I have seen posters who explicitly stated exactly this--the words were slightly different, but the sentiment was exactly the same. Their personal distaste for "gish"-type characters meant nobody in their games could ever play one. Nothing to do with disruptive behavior, unbalanced mechanics, lack of fitting the campaign theme, or anything else--just a straight up "I hate it, so you can't have it, and there will be no discussion."
Clearly it doesn't fit into the theme of any campaign such a DM would run. But, yeah, even if it's just personal distaste, completely unfounded, it's the DM's prerogative to run the sub-set or super-set of the game that he chooses, as he chooses. Whether he can find players, at all, being the prime constraint on that prerogative.
 

Gygax hath written in the AD&D 1E DMG that the Players shouldn't know what's in the DMG save by experiencing it in play. And that players exhibiting too much knowledge should be punished by either reduced XP or by changing the mechanics. Yes, apparently Gygax believed this, at least at the time. Gygax hath caviled wrothly about such players and what to do with them, and changing the rules is about the nicest of the options; expulsion seems his typical.

I think that's taken out of context quite a bit. Gygax seems to have often taken turns DM'ing with others in his group. I think he only meant to discourage players from rumaging through the DMG unnecessarily, not preventing players from becoming DM's.

Here's part of the peface from the 1st edition DMG:
What follows herein is strictly for the eyes of you, the campaign referee. As the creator and ultimate authority in your
respective game, this work is written as one Dungeon Master equal to another. Pronouncements there may be, but they are
not from "on high" as respects your game. Dictums are given for the sake of the game only, for if ADVANCED DUNGEONS &
DRAGONS is to survive and grow, it must have some degree of uniformity, a familiarity of method and procedure from
campaign to campaign within the whole. ADVANCED D&D is more than a framework around which individual DMs construct
their respective milieux, it is above all a set of boundaries for all of the "worlds" devised by referees everywhere. These
boundaries are broad and spacious, and there are numerous areas where they are so vague and amorphous as to make them
nearly nonexistent, but they are there nonetheless.
...
...
...
As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less than worthy
of honorable death. Peeping players there will undoubtedly be, but they are simply lessening their own enjoyment of the
game by taking away some of the sense of wonder that otherwise arises from a game which has rules hidden from partici-
pants. It is in your interests, and in theirs, to discourage possession of this book by players. If any of your participants do read
herein, it is suggested that you assess them a heavy fee for consulting "sages" and other sources of information not normally
attainable by the inhabitants of your milieu. If they express knowledge which could only be garnered by consulting these
pages, a magic item or two can be taken as payment - insufficient, but perhaps it will tend to discourage such actions.
 

I think that's taken out of context quite a bit. Gygax seems to have often taken turns DM'ing with others in his group. I think he only meant to discourage players from rumaging through the DMG unnecessarily, not preventing players from becoming DM's.

Here's part of the peface from the 1st edition DMG:<snip>

Thank you; I'd hoped someone would post the text. You're right that it is less explicit about "DM'S EYES ONLY" than I was led to believe, but it doesn't actually exclude the kind of behavior I spoke of. In fact:
1) It technically advocates punishment purely for ownership of the book--which, presumably, Gary intended every DM to own it.
2) It continues (or starts, I guess, since this is the preface!) the 'passive-aggressive punishment' routine, rather than advocating a frank conversation between adults.

Now, I'm sure if someone had actually asked Gary in person, he could have been much more clear that mere ownership is not a fault and that someone who chooses to play after previously having chosen to DM is not at fault...but that isn't the point, is it? The book explicitly advocates being a dick to people...for owning the DMG. The strong implication is "people who own the DMG and use it to make trouble at your table," but the whole second paragraph you quoted specifically suggests discouraging "possession," not disruptive behavior. The penultimate sentence advocates a "heavy" punishment simply for reading, not for being a disruptive player (e.g. "cheating" or the like), and the ultimate sentence is the only place where we even get an implication of disruptive behavior. And I, for one, think it's essentially impossible for someone to read the DMG (particularly one as arcane as AD&D's!) thoroughly enough to be a good DM, and then completely scrub it all away so that they never act (even subconsciously) on that information--yet that passage, as stated, clearly recommends that the appropriate course of action at that point is to punish the player, because they unthinkingly/unknowingly used information "which could only be garnered by consulting these pages."

Still, the bigger point is conceded: it's not as strident as I thought, and there is...at least an implication of doing it in response to something disruptive (even if the actual issue--getting an unfair advantage over other adventurers--is never expressly mentioned). At risk of moving the goalposts, I guess my next point would be: "Okay, it's not as bad as I thought, but it's still pretty bad." And it could still lead to DMs feeling like they aren't allowed to sit on the far side of the screen anymore, because they had to know all the stuff in the book--how can they forget it all now?
 


Remove ads

Top