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Why I don't GM by the nose
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<blockquote data-quote="Hussar" data-source="post: 5400243" data-attributes="member: 22779"><p>Ok, this is where we part company I think.</p><p></p><p>For one, the DM in D&D is specifically empowered to change any element of the game he sees fit. That's the basic definition of Rule 0. Rule 0 states that all rules are subject to the DM. So, in this specific case, you are actually factually wrong. The DM is empowered by the ruleset to have the ability to change the ruleset at any point in time.</p><p></p><p>Ok, in the attempt to wrap up my involvement in this thread, which is pretty much turning into semantics, I present:</p><p></p><p><strong><u>Hussar's Ten Examples of Where DM's have More Power at the Table than Players</u></strong></p><p></p><p>1. The Dm creates the world and controls all details within that world other than what the player's characters themselves.</p><p></p><p>2. The DM may, at any point in time, lie to the players and give them incorrect information. In other words, the DM may present red herrings.</p><p></p><p>3. If the DM stands up from the table to go to the bathroom, play stops. Players may go to the bathroom at any time.</p><p></p><p>4. A DM is under no obligation to follow the rules when creating scenarios and is actually encouraged to break rules (particularly character generation rules) when creating scenarios.</p><p></p><p>5. A DM is under no obligation to show his die rolls. 30 years of DM screen sales proves that.</p><p></p><p>6. The DM is specifically empowered by the ruleset to change any die roll result he sees fit. ((see the AD&D treasure generation rules for example)).</p><p></p><p>7. The DM is typically granted the authority to eject any player from the table.</p><p></p><p>8. The DM may change and/or ignore rules at any point in time.</p><p></p><p>9. A DM may veto any player chargen choice. Players may not veto DM choices during scenario creation.</p><p></p><p>10. Any element which is added to the game during play can only be added with the DM's explicit approval.</p><p></p><p>11. (See, I have the power, I can break my own rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) No player action may be taken without the DM's permission, beyond purely mental actions I suppose which have no impact on the game world. A player can't even open a door without the DM's tacit permission.</p><p></p><p>So, this is my list of how DM's have more power and/or authority at the gaming table. I would strongly resist any notion of removing the DM from an RPG. I have zero problem with the DM having this authority, and, I tried to present my list in such a way as to not give any opinion as to whether these powers are a good idea or not.</p><p></p><p>But, AFAIC, every one of the above is true.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5400243, member: 22779"] Ok, this is where we part company I think. For one, the DM in D&D is specifically empowered to change any element of the game he sees fit. That's the basic definition of Rule 0. Rule 0 states that all rules are subject to the DM. So, in this specific case, you are actually factually wrong. The DM is empowered by the ruleset to have the ability to change the ruleset at any point in time. Ok, in the attempt to wrap up my involvement in this thread, which is pretty much turning into semantics, I present: [b][u]Hussar's Ten Examples of Where DM's have More Power at the Table than Players[/u][/b][u][/u] 1. The Dm creates the world and controls all details within that world other than what the player's characters themselves. 2. The DM may, at any point in time, lie to the players and give them incorrect information. In other words, the DM may present red herrings. 3. If the DM stands up from the table to go to the bathroom, play stops. Players may go to the bathroom at any time. 4. A DM is under no obligation to follow the rules when creating scenarios and is actually encouraged to break rules (particularly character generation rules) when creating scenarios. 5. A DM is under no obligation to show his die rolls. 30 years of DM screen sales proves that. 6. The DM is specifically empowered by the ruleset to change any die roll result he sees fit. ((see the AD&D treasure generation rules for example)). 7. The DM is typically granted the authority to eject any player from the table. 8. The DM may change and/or ignore rules at any point in time. 9. A DM may veto any player chargen choice. Players may not veto DM choices during scenario creation. 10. Any element which is added to the game during play can only be added with the DM's explicit approval. 11. (See, I have the power, I can break my own rules :) ) No player action may be taken without the DM's permission, beyond purely mental actions I suppose which have no impact on the game world. A player can't even open a door without the DM's tacit permission. So, this is my list of how DM's have more power and/or authority at the gaming table. I would strongly resist any notion of removing the DM from an RPG. I have zero problem with the DM having this authority, and, I tried to present my list in such a way as to not give any opinion as to whether these powers are a good idea or not. But, AFAIC, every one of the above is true. [/QUOTE]
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