Odhanan
Adventurer
If a DM has something happen, or an NPC do something that "breaks" the rules, does it bother you in any way?
Is it OK if the "something" is interesting, or makes for a good story?
I love it when players are imaginative. This implies some kind of rule or houserule allowing them to use their imaginations and bend the rules sometimes. Like the Hero Points of Arcana Evolved. Or the action points of Eberron. Or the maneuvers of the Book of Iron Might. Or the forthcoming Iron Lore.
If a DM prevents or disallows a PC from doing something within the rules, does it bother you in any way?
Yes, it does bother me. I'd want to be able to play heroic characters who can perform original actions at times. I try to participate to the story as much as I can as a PC, though, because I know from experience what a pain it can be when the PCs don't want to cooperate.
Is it OK if the "something" would make the situation less interesting, or undermine the story?
No. As a player, I would think twice about the impact of my character's actions on the story before doing it. See previous answer.
Is it good DMing to bend/break the game rules for the sake of a good story?
Is it good DMing to make the story work within the rules?
This isn't good or bad in my opinion. One style is the storytelling style, while the other is the referree style. I think both can be effective, but both also have their counterparts.
See, a DM bending the rule has to earn and keep the complete trust of the other players. This is very hard to do, and even then, you have the risk of making the game less of a challenge, even predictable by the players, because they end up knowing your style of DMing, and knowing in which cases you'll bend the rules and in which cases you won't.
On the other hand, the referree style of the DMing is faced with the dissociation of the DM from the rest of the players. In clear, you are not telling the story with the players but just looking at it from the outside - and you could quickly get bored. The second risk here is the ressentment of your players. Sometimes, they won't understand your motivations in saying "no", and they can really get annoyed at a DM that would be a referree hiding behind the rules.
My solution, as expressed above, is to entrust the players with the right to choose when they want to bend the rules with some kind of artifice implemented in the rules themselves, like Hero Points.
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