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Switch to Forum Live View Legends & Lore: Magic Systems in D&D Next
8 months ago  ::  Oct 07, 2012 - 10:03PM #611
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,436

Oct 7, 2012 -- 9:15PM, Haldrik wrote:

Tyranny is an issue. I have played with players that might have been prone to tyranny, save for the fact the culture ensured it never got out of hand. Rotating DMs curbs it. There is no chance of you assuming “you know best”. 




You'll never know then.  However, if they turned out to try to be tyrants, then you would have stopped playing under them and they never would have DMd again.  Therefore, no actually tyranny was possible. 

When you are the adventurer at the mercy of a DM, it inherently reminds you, the adventurers are at your mercy when you DM.




So what.  DMs are fair.  Save for the exceptionally rare bad DM who you stop playing with.  It's utterly irrelevant that you are "at the mercy" of DMs who do not abuse their authority.

Nice effect too is, players pay close attention to the game, especially the story and setting, because soon they are going to have to take the wheel to run it, and need it to go smoothly.




I'm not about to run someone elses game.  If that works for you, great.  Yours is not the one true way, though.  DM authority =/= tyranny.

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8 months ago  ::  Oct 07, 2012 - 10:04PM #612
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,436

Oct 7, 2012 -- 9:32PM, Avric_Tholomyes wrote:

I'm going to take the bold hypothesis that most of the people complaining about DM tyranny live in an area with few gamers, so finding another group is usually difficult, and most people who are opposing that view live in areas where there are more gamers, so they have more of a chance to find groups that fit them right.




Living in an area with few gamers is not an excuse.  If they can complain about it, then they can take over as DM and run a game where they don't engage in "tyranny."

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8 months ago  ::  Oct 07, 2012 - 10:13PM #613
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,395

Oct 7, 2012 -- 10:04PM, Maxperson wrote:

If they can complain about it, then they can take over as DM and run a game where they don't engage in "tyranny."


Here, we can totally agree.



I want to clarify, when I use the word “tyranny”, Im referring to a specific *gaming* dynamic. I dont mean like reallife government tyrants.

It has been my experience, the D&D game seems to attract unusually intelligent and sensitive people, who I am proud to have as friends.

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8 months ago  ::  Oct 07, 2012 - 10:17PM #614
Avric_Tholomyes
Date Joined: Mar 31, 2012
Posts: 334

Oct 7, 2012 -- 10:04PM, Maxperson wrote:

Oct 7, 2012 -- 9:32PM, Avric_Tholomyes wrote:

I'm going to take the bold hypothesis that most of the people complaining about DM tyranny live in an area with few gamers, so finding another group is usually difficult, and most people who are opposing that view live in areas where there are more gamers, so they have more of a chance to find groups that fit them right.




Living in an area with few gamers is not an excuse.  If they can complain about it, then they can take over as DM and run a game where they don't engage in "tyranny."


You know, I find this is an all too common problem: people are too quick to decide for other people what they "should" do. Note, I'm not just saying this to you, but to people on both sides of this argument. And this was exactly the point I was trying to make. Neither side appears willing to cede that, in their opposition's cases, their perspective might just be wrong.

I am currently raising funds to run for President in 2016. Too many administrations have overlooked the international menace, that is Carmen Sandiego. I shall devote any and all necessary military resources to bring her to justice.
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8 months ago  ::  Oct 07, 2012 - 11:02PM #615
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

I'd be willing to bet that if everyone taking part in this conversation were to come across each other and for some reason start a D&D game, someone would be designated the DM and that person would have a certain amount of latitude with regard to how they played their game.


I bet anything at all that the moment a dispute came up about how this worked against that or can this skill be applied to that sort of scenario, the DM would make a ruling one way or the other and everyone would go with it. I strongly believe that most people, in the interest of getting on with the next bit, would not go flipping through books to contest what the DM was saying, and if they did I'd be willing to bet that the DM would ask that they take it up with them after the session was over. I bet you they would drop it at that point and do so, as well.



Maybe after the session the DM would say "you know, you're right." That happens, but it doesn't change the fact that the DM had to make a call in the moment based on what was in front of them to keep the game moving. That's their job.


So if people are willing to allow their judgement to stand in game, then it's not much of a leap to allow the DM to develop the setting to a place where certain things are common and others aren't. Once you do that, it's not much of a leap to accept that some things simply aren't available in that setting.


Basically, the authority, tyrrany, right, gift or however else you want to characterise it - the control shifts to the DM. It does this not because the DM is a power hungry butt-face, it does this because it's easier to let the DM run the game. "I don't want to think about it, let's let him do it" is pretty much the sentiment we're seeing here.


There will never be a rule system for any game like this that does not inherently land the game master with the right of arbitration. How far it goes is entirely dictated by the specific relationship of the people involved, even in an organized situation where nobody knows anyone you've got certain assumptions about where the power is and who can override whom. It's a necessary part of organizing ourselves to achieve a goal and it happens everywhere.


Trying to promise that there will be no DM power in D&D is like a political candidate coming forward and promising everyone direct democracy via telepathic unicorns. It ain't gonna happen.

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8 months ago  ::  Oct 08, 2012 - 8:40AM #616
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,436

Oct 7, 2012 -- 10:13PM, Haldrik wrote:

Oct 7, 2012 -- 10:04PM, Maxperson wrote:

If they can complain about it, then they can take over as DM and run a game where they don't engage in "tyranny."


Here, we can totally agree.



I want to clarify, when I use the word “tyranny”, Im referring to a specific *gaming* dynamic. I dont mean like reallife government tyrants.

It has been my experience, the D&D game seems to attract unusually intelligent and sensitive people, who I am proud to have as friends.




The issue I'm having is that words have meaning and when they are used incorrectly, it takes away from that meaning.  Tyranny means something incredibly bad.  Betrayal is an extreme that Lokiare has been using to describe WoTC not doing what it says.  When the news calls someone who rescues a cat from a tree a hero.  Those are all incorrect usages of words when applied to what the people are applying them to and makes the meanings of those words......less.

I suspect we're not so far apart on this subject EXCEPT for the word tyrant and what tyrant really means.

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8 months ago  ::  Oct 08, 2012 - 8:42AM #617
Maxperson
Date Joined: Mar 22, 2008
Posts: 22,436

Oct 7, 2012 -- 11:02PM, kadim wrote:


I'd be willing to bet that if everyone taking part in this conversation were to come across each other and for some reason start a D&D game, someone would be designated the DM and that person would have a certain amount of latitude with regard to how they played their game.


I bet anything at all that the moment a dispute came up about how this worked against that or can this skill be applied to that sort of scenario, the DM would make a ruling one way or the other and everyone would go with it. I strongly believe that most people, in the interest of getting on with the next bit, would not go flipping through books to contest what the DM was saying, and if they did I'd be willing to bet that the DM would ask that they take it up with them after the session was over. I bet you they would drop it at that point and do so, as well.



Maybe after the session the DM would say "you know, you're right." That happens, but it doesn't change the fact that the DM had to make a call in the moment based on what was in front of them to keep the game moving. That's their job.


So if people are willing to allow their judgement to stand in game, then it's not much of a leap to allow the DM to develop the setting to a place where certain things are common and others aren't. Once you do that, it's not much of a leap to accept that some things simply aren't available in that setting.


Basically, the authority, tyrrany, right, gift or however else you want to characterise it - the control shifts to the DM. It does this not because the DM is a power hungry butt-face, it does this because it's easier to let the DM run the game. "I don't want to think about it, let's let him do it" is pretty much the sentiment we're seeing here.


There will never be a rule system for any game like this that does not inherently land the game master with the right of arbitration. How far it goes is entirely dictated by the specific relationship of the people involved, even in an organized situation where nobody knows anyone you've got certain assumptions about where the power is and who can override whom. It's a necessary part of organizing ourselves to achieve a goal and it happens everywhere.


Trying to promise that there will be no DM power in D&D is like a political candidate coming forward and promising everyone direct democracy via telepathic unicorns. It ain't gonna happen.




Very good post Kadim.

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8 months ago  ::  Oct 08, 2012 - 8:46AM #618
Nelyo
Date Joined: Jul 25, 2003
Posts: 971

Oct 7, 2012 -- 11:02PM, kadim wrote:

So if people are willing to allow their judgement to stand in game, then it's not much of a leap to allow the DM to develop the setting to a place where certain things are common and others aren't. Once you do that, it's not much of a leap to accept that some things simply aren't available in that setting.


I think this is the main place where I disagree with you; I think it is a significant leap, because in the one case, you're talking about a judgment call made in the middle of a session for the sake of keeping things moving and preserve the flow. People have a limited time to game during the session, and spending a lot of time on a rules dispute because people disagree about how a rule should be applied (or what should be done in a case where there is no rule) wastes that time and disrupts flow. This necessitates giving the DM a certain degree of power to make and enforce rules decisions.

In the other case, though, you're talking about creating the setting before the game even starts. The game hasn't started, so there's no flow to disrupt. Time constraints are more flexible because people can communicate about ideas electronically instead of needing to do so in real time and in person. In short, the factors that justify giving the DM carte blanche to make rules judgments in game are not factors in developing the setting, so it is a major leap to say that because we accept the DM-as-sole-referee, we should just as easily accept the DM-as-sole-world-builder. Just because I accept the DM being able to make the call on whether ray of frost is capable of freezing a ship's sails, doesn't mean I have to accept the DM being able to unilaterally say that spell point based casters don't exist.

That said, I agree with your general point that people are much more reasonable in person than they appear on forums, and that most DMs do not egregiously abuse the powers they are awarded.

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8 months ago  ::  Oct 08, 2012 - 8:59AM #619
kadim
Date Joined: Jun 21, 2012
Posts: 2,766

Oct 8, 2012 -- 8:46AM, Nelyo wrote:

I think this is the main place where I disagree with you; I think it is a significant leap, because in the one case, you're talking about a judgment call made in the middle of a session for the sake of keeping things moving and preserve the flow. People have a limited time to game during the session, and spending a lot of time on a rules dispute because people disagree about how a rule should be applied (or what should be done in a case where there is no rule) wastes that time and disrupts flow. This necessitates giving the DM a certain degree of power to make and enforce rules decisions.

In the other case, though, you're talking about creating the setting before the game even starts. The game hasn't started, so there's no flow to disrupt. Time constraints are more flexible because people can communicate about ideas electronically instead of needing to do so in real time and in person. In short, the factors that justify giving the DM carte blanche to make rules judgments in game are not factors in developing the setting, so it is a major leap to say that because we accept the DM-as-sole-referee, we should just as easily accept the DM-as-sole-world-builder. Just because I accept the DM being able to make the call on whether ray of frost is capable of freezing a ship's sails, doesn't mean I have to accept the DM being able to unilaterally say that spell point based casters don't exist.


That said, I agree with your general point that people are much more reasonable in person than they appear on forums, and that most DMs do not egregiously abuse the powers they are awarded.



Well it's not much of a leap in that once you're used to listening to people over small things it becomes easier to listen to them over larger things. I'll grant you it takes time and not everyone is won over at the same speed, but once everyone's become friends and there's some mutual respect going on it's not very difficult to envision somebody thinking up an abnormal scenario and asking if everyone would be willing to try it out.


The "before the game starts" thing is a very specific scenario where a person is starting things up from scratch or someone new is coming to an established game.


In the former case, it's wiser to just let the game ride on the core books and ask that the players not hit you with any surprises 'cause you don't know anyone. In the latter, the newcomer really needs to respect the established group's dynamic and if they're really not happy about the dynamic then there's not a whole lot they can do. The DM's role in the latter scenario is not really any greater than anyone else at the table, apart from being the one who's forced to play the heavy and preserve the vibe they've got going.

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8 months ago  ::  Oct 08, 2012 - 9:29AM #620
Nelyo
Date Joined: Jul 25, 2003
Posts: 971

Oct 8, 2012 -- 8:59AM, kadim wrote:

Well it's not much of a leap in that once you're used to listening to people over small things it becomes easier to listen to them over larger things. I'll grant you it takes time and not everyone is won over at the same speed, but once everyone's become friends and there's some mutual respect going on it's not very difficult to envision somebody thinking up an abnormal scenario and asking if everyone would be willing to try it out.


Maybe I was misunderstanding your point. You appeared to be arguing that because we give the DM power to make unilateral rules judgments during a session, we should be willing to give them unilateral power to dictate setting. That's a different animal from coming to your playgroup with an abnormal scenario and asking them if it sounds like an interesting game (with the tacit understanding that if they don't like the precise terms of your scenario those can be molded, and that if they aren't interested then you'll try a different scenario or let someone else pitch a game to DM).

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