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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="niklinna" data-source="post: 8428445" data-attributes="member: 71235"><p>Of course I have. I'm not talking about lockstep, every-moment-in-concord agreement. A group in the process of forming talks about what they want out of the game—even if that's the DM saying "This is what it's gonna be and you get no say"—and if everybody is cool with it, they start playing. It's a general agreement about how the group is going to function, whether implicit or explicit.</p><p></p><p>Past that, disagreements and misunderstandings are going to come up in play, just like in life. In my current group, it happens quite a bit, and it even gets a bit heated at times between certain individuals. For my part—in this group, because our GMs are busy full-time professionals and welcome the help—if the GM diverges from what's in the rules as I understand them or <strong>as we've been using them</strong>, or doesn't remember (or sometimes even asks*), I'll point it out briefly, and the GM goes "thanks for that" or "you're wrong about that" or "I'm gonna do it this way, thanks", and that's that, so play can continue smoothly. In a new group, I would not assume such a liberty. But above all, I try to not impede flow of play—arguing over rules is not playing the game.</p><p></p><p>Now, there's a difference between disagreeing about a ruling and <strong>simply not liking it</strong>. In the latter case (which I don't encounter that often), if the GM is chill about such things I might indulge in a snarky comment, but I don't halt play for the whole table to raise a stink about it. I might bring it up afterward, outside of group time, though.</p><p></p><p><em>* There is also the factor of players who don't bother learning the rules, and particularly don't bother learning their own character's abilities & equipment, and ask the GM every time they use them how they work, or fish for actions because they don't know what's possible & not possible within the rules. I used to chime in whenever this happened, so the GM didn't have to go digging through multiple documents on their already-crowded screens/tabletops, or try to remember from their own overburdened memory, but I'm getting close to asking the GMs to ask such players to please learn the rules so we can play the game. This is an issue quite orthogonal to who has authority or agrees/disagrees, of course.</em></p></blockquote><p></p>
[QUOTE="niklinna, post: 8428445, member: 71235"] Of course I have. I'm not talking about lockstep, every-moment-in-concord agreement. A group in the process of forming talks about what they want out of the game—even if that's the DM saying "This is what it's gonna be and you get no say"—and if everybody is cool with it, they start playing. It's a general agreement about how the group is going to function, whether implicit or explicit. Past that, disagreements and misunderstandings are going to come up in play, just like in life. In my current group, it happens quite a bit, and it even gets a bit heated at times between certain individuals. For my part—in this group, because our GMs are busy full-time professionals and welcome the help—if the GM diverges from what's in the rules as I understand them or [B]as we've been using them[/B], or doesn't remember (or sometimes even asks*), I'll point it out briefly, and the GM goes "thanks for that" or "you're wrong about that" or "I'm gonna do it this way, thanks", and that's that, so play can continue smoothly. In a new group, I would not assume such a liberty. But above all, I try to not impede flow of play—arguing over rules is not playing the game. Now, there's a difference between disagreeing about a ruling and [B]simply not liking it[/B]. In the latter case (which I don't encounter that often), if the GM is chill about such things I might indulge in a snarky comment, but I don't halt play for the whole table to raise a stink about it. I might bring it up afterward, outside of group time, though. [I]* There is also the factor of players who don't bother learning the rules, and particularly don't bother learning their own character's abilities & equipment, and ask the GM every time they use them how they work, or fish for actions because they don't know what's possible & not possible within the rules. I used to chime in whenever this happened, so the GM didn't have to go digging through multiple documents on their already-crowded screens/tabletops, or try to remember from their own overburdened memory, but I'm getting close to asking the GMs to ask such players to please learn the rules so we can play the game. This is an issue quite orthogonal to who has authority or agrees/disagrees, of course.[/I] [/QUOTE]
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