To quote Pirates of the Carribean, "they're more guidelines than actual rules."
This I don't get. Breaking the rules *is* the safety word. When the rules tell you a character dies and the DM fudges it, or when the rules tell you you can drop a bag of rats and slaughter anyone and the DM says no. D&D is completely noncompetitive; there's really no reason to follow any of the rules unless you want to. The only immutable rule I see is that the DM is the final arbiter of everything (i.e. Rule Zero).
To clarify, when I voted I meant changing the rules, in game or whenever you want is paramount, I change em on the fly, I bump an AC cause I feel like, it, I tell you you hit when you didn't cause I'm bored of the combat. My purpose as a DM is to make the game fun and believeable, and the rules wont hold me back when they are in the way.
My players know when they come to the campaign they can wake up in chains, in prison without having roleplayed how they got there, they can get something stolen just by walking down an alley, the king can order them beheaded because I thought it would make for a cool story arc.
Its kind of like a star trek episode, notice how the science works differently every week? One week the transporters arent working because of a "subspace anomaly", next week the phasers won't work on some creature, its just the writers bending the rules to make the show good.
Sure, the players are writers too, it can't all be the DMs show, and if the DM is a bad writer then youll get some bad episodes. But if the DM whipes his hands of responsibility and just lets the rules control the game, you might as well be playing WOW because it won't have that personal, epic feel to it.