Raven Crowking
First Post
Totally agreed. But, I don't have to go that far to show that the DM has 99% of the power at the table and about the only power the players have is voting with their feet.
Again, take the following example:
Player: I try to jump across the pit.
DM: Make your jump check, DC 15.
Player: (rolls) I got a 12.
DM: You fall in the pit. Take 13 damage.
At no point can the player declare that he succeeded. Heck, until he rolls the dice, he can't even truly say that his character has started jumping.
So, in the above situation, what power (besides voting with your feet, we both agree that the extremes are there) does the player have?
Player: I jump over the pit.
Alternatively:
Player: I am thinking about jumping the pit. How hard does it look to me?
DM: As far as you can tell, about a DC 15.
Player: Would a running jump help? How deep is the pit? Maybe I could find something to use as a pole-vault.....
etc.
The conclusion (that the player has no power) doesn't follow the evidence (that the player lacks certain specific powers).
"I do not have the power to fly; therefore I have no power. Therefore, I cannot have the power to walk."
A GM is part of a complex social interaction in which his responsibilities (create and maintain background, including NPCs, monsters, and various adventuring sites/adventures; run the game fairly; try to make play at the table balanced and fun) are balanced by rights designed to allow him to meet those responsibilities (control over background; control over rules).
A player is also part of a complex social interaction in which his responsibilities (create and run a fair and interesting character in a way that makes the game more fun for all concerned) is balanced by rights designed to allow him to meet those responsibilities (control over character creation, except where rules or background might be involved; absolute control over character play, except where rules are involved).
In any game that anyone is likely to remain in long, the focus of play is clearly on the decisions the players make concerning their individual characters. The "99% of the power" that the GM has is exercised to provide context for those choices, and to describe/evaluate the consequences of those choices. Those choices, though, are the focus.
This is true in a sandbox. This is true in a narrative game.
Trying to narrow this complex social interaction into "The GM has all the power" or even "The GM has 99% of the power", though, results in an extremely skewed view of what actually occurs during game play.
For instance, even that "99% of the power" is meaningless. 99% of what power? The power to control game play is shared. Bored players can simply do something. A bored GM can simply throw an enemy at the PCs. If the bored player discovers that the GM will not allow her to do anything, or that anything she chooses to do has no consequence, the solution is clear. Find (or make) a new game.
The power to control PC interactions, except in the case of Charm spells and the like, is entirely in the players' court. If the bored GM discovers that the players simply will not react to anything she introduces, the solution is clear. Find new players, or change what you are running.
Or, to put it even more succinctly:
In this particular scenario, what power does the DM have? As far as I can tell, the DM set a challenge; the player declared an action to resolve that challenge; the DM set a condition for the player to meet; both parties agreed to abide by an independent arbiter (the dice) to resolve said challenge.
The player has the power to choose to engage a challenge, how to engage the challenge, and whether to agree or disagree to a means to resolve the challenge.
- The DM exercised his power in creating a challenge and setting the conditions to overcome said challenge.
- The Player exercised his power in choosing to engage this challenge and how.
- Both transferred their power to an independent arbiter to resolve this challenge.
RC