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1

Yes, No, and But: Yes: The GM is the ultimate authority in a game. That is his or her job-- to determine and interpret the rules, to change the rules when necessary, to make new rules where there are non existing applicable rules, to determine the setting and how everything in it acts. This applies at every level: I have run straight D&D games ...


1

The DM has the right to change any and all rules, but s/he has the responsibility to keep the players' worldviews appropriately up to date. For example, if she makes the decision that all gnolls are female, that may not be common knowledge for the PCs' races , and she doesn't have to tell you, the players, anything. If she decides that dispel magic only ...


4

There's two ways to look at this, and they are very different. The Traditional Outlook Traditionally, the DM can change the rules. The DM can make rulings, and that's what stands at the table. The DM can decide some rules don't apply, some of the time, or all of the time, etc. The benefit to this is when you have games that have few rules, you simply ...


3

RPGs are social games, and the DM/GM is only as right as his players let him be. If he abuses his "power" or arbitration duties too much, his players will make sure he is no longer the GM. Being a player in an RPG game is perhaps like being an employee. You might not have the fine grained decision making that you would like, but you certainly have the ...


25

The DM is charged with making rulings in on a huge variety of things that go on in the course of playing the game. You can make your case for why you think it should be a given way, and then await a ruling. Once the ruling has been made at the table, the DM is right. During play, accept that and then press on as the other players wish to play for fun ...


3

The DM certainly does have the authority to change the rules. That is not to say the DM has the right to be a jerk, but at the DM's table the game tends to run a lot more smoothly when it is agreed that the DM is the final arbiter of all disputes and rules. As Gary Gygax said about the DM he is "the creator and ultimate authority in your respective ...


3

Yes, the DM is always right. The DM by definition has the authority to change or interpret the rules of the game in any way that he or she sees fit. The Player's Handbook even says so on page 6. Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world. With great power comes great ...


0

The items in those adventures are a little scarce, and they also seem tailored to the premade characters found with H1. If the GM is not on par with the manuals with treasure drops, this might be a reason. Not allowing you to shop for items, however, seem to be somewhat tied to a fear of giving you too much power and having the game turn into a run to ...



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