Typically, authority is
in respect of something-or-other.
What does the D&D referee have authority over?
Not what time the game starts. That's an issue of social consensus.
Not over who joins the group. That's an issue of social consensus.
Not over which rules the group uses. That's an issue of social consensus - eg if the GM tries to apply a rule and others reject it, the dispute has to be resolved just like any other dispute among people playing a game together.
The GM does have authority over what is written in their notes. But until that somehow comes into play at the table, it is just solitary authorship of fiction.
The relevant authority, as best as I can tell, is
authority over some parts of the shared fiction? Which parts of that fiction, in particular, is the key question. And that it be
shared fictionis a key requirement: if the GM specifies something about the fiction, and the game breaks up over it, then I think it's fair to say that the contentious fact never became part of the shared fiction!
GM authority over most of the backstory is the norm for D&D. But that is completely different from authority over outcomes!
And this really depends on your players and their expectations. Once more, out of more 5000 usually experienced LARP players in our games (you usually don't get into a LARP with no roleplaying experience), 90% opt for an at least partially guided adventure, with only 10% opting for the "I'll try and make my own adventure".
If you want to build a collaborative world, I can see how it could be interesting. I get input from my players as well, I just have editorial and veto power.
Who has authority over
setting and
backstory? Who has authority over
situation? (ie where are the PCs and what is going on that calls the players to declare action)
And who has authority over the
outcomes of declared actions, and how do those outcomes feed into new situations?
A sandbox answers only the first of these questions. But most of the action in this thread is about the latter two - ie
situations, and
outcomes.
I know this comes up a lit, but looking at that quote now, I think it gets used to promote a far broader idea of DM authority than intended.
Is the DM free to tell me that the fireball I just cast doesn’t work per the range and area of effect rules? Or that I can’t increase the damage by using a higher level slot?
Are there really any questions about how fireball works? I see that quote as limited to times when the rules are somehow unclear, not about all rules all the time.
I don’t think that proceeding with play under the impression that the DM has total authority is all that productive an approach.
Fully agreed. The D&D rulebooks are chockfull of action resolution mechanics.
There are RPGs in which the way of working out
what happens next is that someone - perhaps the GM, perhaps the player sitting to the left of the one who made the declaration - decides what that is. But those RPGs don't need hundreds of pages of class build rules, spell descriptions, rules for setting DCs, etc!
There are dozens of ways within the rules of the game that permit the DM to do that. How does a fireball interact with a cone of cold? That's up to the DM. How about a counterspell? Pretty clear. How about heavy wind and rain or a control weather spell? Contorl Water? Tsunami? Gust of wind? Up to the DM. How does the fireball interact with the terrain? Up to the DM. The DM is also free to create monsters and NPCs and spells. Those monsters and NPCs and spells are not bound by the same rules as the PCs. So if a DM wants to drop an Avatar/Korra style firebender into the game, that's their prerogative.
I think it's helpful to read
@hawkeyefan's post closely:
I see that quote as limited to times when the rules are somehow unclear. You have nominated a variety of situations in which the rules are unclear or incomplete.
I think it's also helpful to think about
principles. The GM is free, in a formal sense, to create a NPC who, like a variation on the Manchurian Candidate, will stonewall every attempt to interact or gain information unless the players declare that their PCs do some very specific thing. But is that really a good exercise of authority over backstory and situation? To me it looks like an attempt to control outcomes of action declaration, by declaring in advance that all but one of the salient declarations will fail.
Whether or not that falls within the bounds of the 5e rules in some literal sense, is it good GMing? Who would say so?