Re: The role of the GM
"Rule #1: Obey all rules" is a waste of typesetting. Anyone willing to abuse rules 2-100 won't exactly be deterred by rule 1 telling them not to.
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Re: The role of the GM
Which is why Rule 0, giving you permission to break or change any rules, is also a waste of typesetting.
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Re: The role of the GM
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1) there are people who won't break rules at all (including house rules) unless given permission, Rule 0 gives them permission. 2) There are rules lawyer players who will harass you and say you aren't allowed the house rule or make different decisions and will make your life miserable, and being able to point to Rule 0 will usually get them off your back. So I appreciate the presence of the rules. |
Re: The role of the GM
So what happens if you choose to ignore Rule 0? :D
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Re: The role of the GM
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All this is quite subjective. So even rules that expressly state when to use them, given enough variables, it will eventually become a question of "is this the right place/time to use these rules?" This is why I would say that DM/GMing has a level of art to it. I will admit that I am biased. I am not a fan of games that specifically give players the ability to arbitrarily alter the game in their favor. To me those games become less "this is my character in this world risking for reward/survival" and more "I have a responsibility over this point of view chapter and when I get enough points I will rewrite things to how I see fit, prior established elements be damned." There are those who will say "but its expected that the players will change the narrative within reason." I say that's exactly what is expected of the DM/GM too, so you're really just changing who has the opportunity for abuse. "But the rules allow them to do that! They're just following the rules!" Which I think brings the matter full circle. |
Re: The role of the GM
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Re: The role of the GM
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When you outlaw GM authority, only bad GMs will have authority. |
Re: The role of the GM
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Re: The role of the GM
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It's absence isn't the same as its existence. Competent GMs will make changes as need be with or without it, and inform players of them. Bad GM's won't inform players until "gotcha" time. It's the Mediocre GM's who will take it as given that they can change the rules on the fly, and become bad GMs in the process. Rules are best when presented as a social contract, and Rule 0 being included in that actually removes the contract nature of them, dumping all the authority on the GM and making the contract simply to "whatever the GM feels like using"... And that's before the absolutely toxic advice Gygax wrapped around it... |
Re: The role of the GM
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I don't think I'm offering anything as sophisticated as a "taxonomy." I'm simply noting that it's possible for a GM to have faults, and not do a first rate job, without being so dreadful that it's better to go without gaming than to game with them. That is, I'm rejecting what I see as a false dichotomy. |
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