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Respect Mah Authoritah: Thoughts on DM and Player Authority in 5e
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<blockquote data-quote="overgeeked" data-source="post: 8429789" data-attributes="member: 86653"><p>You're cherrypicking that phrase from all the others and claiming that it somehow means what you want rather than what it says.</p><p></p><p>"A Dungeon Master adjudicates the game and determines whether to use an official ruling in play. The DM always has the final say on rules questions."</p><p></p><p>But there are others...</p><p></p><p>"One player, however, takes on the role of the Dungeon Master (DM), the game's lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore...Then the DM determines the results of the adventurers' actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected."</p><p></p><p>This is formalized as the play loop:</p><p>1. The DM describes the environment.</p><p>2. The players describe what they want their characters to do.</p><p>3. The DM narrates the outcome.</p><p></p><p>Doesn't sound like there's much that the players control. Sounds like it's the DM's show, for the most part.</p><p></p><p>"The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story."</p><p></p><p>Wow. The "creative force behind a D&D game". And they get to "create a world for the other players to explore." And "create and run adventures that drive the story". Wild. That sounds like a lot.</p><p></p><p>"A Dungeon Master gets to wear many hats. As the <em><strong><em>architect of a campaign</em></strong></em>, the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a <strong><em>storyteller</em></strong>, the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an <strong><em>actor</em></strong>, the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a <strong><em>referee, the DM interprets the rules and decides when to abide by them and when to change them</em></strong>.</p><p></p><p><em><strong>Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more than others</strong></em>. It helps to remember that DUNGEONS & DRAGONS is a hobby, and <strong><em>being the DM should be fun</em></strong>. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building.</p><p></p><p>The D&D rules help you and the other players have a good time, but <strong><em>the rules aren't in charge</em></strong>. <strong><em>You're the DM, and you are in charge of the game</em></strong>."</p><p></p><p>It's almost as if this question was thoroughly, specifically, and explicitly answered in the books themselves. I guess some players just don't like the DM to have that much control over the game. That's fine. I guess. But don't pretend that the books haven't already answered the question.</p><p></p><p>Maybe not, but the ones I quoted above explicitly do.</p><p></p><p>Like the DM changing how the rules work, as is their explicit mandate as described in the DMG.</p><p></p><p>Except that you are.</p><p></p><p>Again, you're cherrypicking that phrase and ignoring the block of text from the DMG that explicitly counters your argument.</p><p></p><p>"And as a <strong><em>referee, the DM interprets the rules and decides when to abide by them and when to change them</em></strong>."</p><p></p><p>"The D&D rules help you and the other players have a good time, but <strong><em>the rules aren't in charge</em></strong>. <strong><em>You're the DM, and you are in charge of the game</em></strong>."</p><p></p><p>I mean...I know no one reads the DMG...but this is getting ridiculous. Legit the whole thing explicitly answered on page 4 of the DMG.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8429789, member: 86653"] You're cherrypicking that phrase from all the others and claiming that it somehow means what you want rather than what it says. "A Dungeon Master adjudicates the game and determines whether to use an official ruling in play. The DM always has the final say on rules questions." But there are others... "One player, however, takes on the role of the Dungeon Master (DM), the game's lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore...Then the DM determines the results of the adventurers' actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected." This is formalized as the play loop: 1. The DM describes the environment. 2. The players describe what they want their characters to do. 3. The DM narrates the outcome. Doesn't sound like there's much that the players control. Sounds like it's the DM's show, for the most part. "The Dungeon Master (DM) is the creative force behind a D&D game. The DM creates a world for the other players to explore, and also creates and runs adventures that drive the story." Wow. The "creative force behind a D&D game". And they get to "create a world for the other players to explore." And "create and run adventures that drive the story". Wild. That sounds like a lot. "A Dungeon Master gets to wear many hats. As the [I][B][I]architect of a campaign[/I][/B][/I], the DM creates adventures by placing monsters, traps, and treasures for the other players' characters (the adventurers) to discover. As a [B][I]storyteller[/I][/B], the DM helps the other players visualize what's happening around them, improvising when the adventurers do something or go somewhere unexpected. As an [B][I]actor[/I][/B], the DM plays the roles of the monsters and supporting characters, breathing life into them. And as a [B][I]referee, the DM interprets the rules and decides when to abide by them and when to change them[/I][/B]. [I][B]Inventing, writing, storytelling, improvising, acting, refereeing-every DM handles these roles differently, and you'll probably enjoy some more than others[/B][/I]. It helps to remember that DUNGEONS & DRAGONS is a hobby, and [B][I]being the DM should be fun[/I][/B]. Focus on the aspects you enjoy and downplay the rest. For example, if you don't like creating your own adventures, you can use published ones. You can also lean on the other players to help you with rules mastery and world-building. The D&D rules help you and the other players have a good time, but [B][I]the rules aren't in charge[/I][/B]. [B][I]You're the DM, and you are in charge of the game[/I][/B]." It's almost as if this question was thoroughly, specifically, and explicitly answered in the books themselves. I guess some players just don't like the DM to have that much control over the game. That's fine. I guess. But don't pretend that the books haven't already answered the question. Maybe not, but the ones I quoted above explicitly do. Like the DM changing how the rules work, as is their explicit mandate as described in the DMG. Except that you are. Again, you're cherrypicking that phrase and ignoring the block of text from the DMG that explicitly counters your argument. "And as a [B][I]referee, the DM interprets the rules and decides when to abide by them and when to change them[/I][/B]." "The D&D rules help you and the other players have a good time, but [B][I]the rules aren't in charge[/I][/B]. [B][I]You're the DM, and you are in charge of the game[/I][/B]." I mean...I know no one reads the DMG...but this is getting ridiculous. Legit the whole thing explicitly answered on page 4 of the DMG. [/QUOTE]
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