By default, the DM is the neutral arbiter of an rpg game.
They are there to represent the antagonists; to play them fairly and without
bias. And with that neutrality comes a lot of power. And sometimes that
neutrality can be broken with dire consequences.
In the early days of rpgs, the DM was King. They ran
encounters as they wished and interpreted the rules in their own manner. That worked great; games moved on and people
had fun…until people didn’t have fun. Sometimes a DM would make a ruling that
the players didn’t like and refused to budge on it. Sometimes a DM would be in
a bad mood and unconsciously take it out on the player characters. Sometimes a
player would run into a killer DM whose enjoyment came from destroying and
frustrating characters and their players. Sometimes the DM became competitive
with the players and their characters. Such bad DMs were bad because they
abused the game system for their own advantage/enjoyment.
The usual solution to such DMs was to move on; find a new
DM. Sometimes this wasn’t possible and players were stuck with who they had. Then
the alternative was to simply stop playing. I suspect many former players
stopped playing because of bad experiences with an awful DM.
So, the question of this article is…can a rules system be designed to act as neutral arbiter? Can a system
be designed that will limit the power of the DM? Can a system be designed that
is transparent enough that the players can see abuses of DM arbitration? Can a
system be designed that equalizes the power (or game control) between DM and
players? I would say yes, and that it has already been done.
In order for a system to act as neutral arbiter it must
limit the powers of what a DM can do to the characters. The easiest way to do
this is through limiting and codifying encounter design. If a DM is limited to certain
types (levels) of creatures/traps that they can throw at the PCs then the DM is
by default restricted form using inappropriate monsters. Thus the system is
placing all encounters within the capabilities of the characters.
3E did this with their CR system. Depending on what
levels the characters were, the DM had a certain range of monsters they can add
into an encounter. In addition, monsters were based off of character design.
Monsters had a base template and onto that was added the same classes as what
the player characters had for abilities. If a DM wanted to customize a monster
they would have to use prescribed abilities. In this way, monsters were limited
to what the player characters could do.
4E took this concept of neutral system arbitration even
further. Encounter design was even tighter. A DM was given points to build encounters
with and then given a limited set of monsters/traps to buy with those points. XP
and loot rewards were clearly defined and a reflection of the encounter design
parameters. Basically the capabilities of the players and the DM were
pre-defined.
However, the most pronounced example of system arbitration
and rigid encounter design is the Rune rpg written by the talented Robin D Laws
and released by Atlas Games. Rune is an rpg based on the computer game of the
same name that focuses on brutal hack-and-slash. The focus is less on role-playing
and more on straight up combat. Encounters are written by a strict point-based system
that factors in the characters and even previous encounters. The DM is limited
to specific things they can include in an encounter and they are even not allowed
to reuse certain encounter elements within a string of encounters. However, in
this game the DM is encouraged to push the capabilities of the characters and
to design “killer” encounters…all within the limitations of the allowed design
components. And those limitations kept everything equalized.
So, it is possible to design a system wherein the powers
of the DM are reduced and the game is on a level playing field between player
and DM.
Of course, the DM is still King. Even if a system sets up
encounter design mechanics it is still possible for a DM to simply ignore them
and still make things up as they see fit. However, if there is an implication
between the players and DM that the DM will be following the design mechanics of
a rule system then the DM will be stepping outside the bounds that the group
has set in place by using that particular system. The players would then have
the “right” to complain.
However, a follow-up question is…should a rules system be the neutral arbiter?
Sometimes yes, sometimes no.
Ultimately, it always comes down to trust. Does the group
trust their DM? If they do, then there is no real need for an arbiter system.
Most well-established gaming groups trust their DMs through years of gaming
together. However, many new groups would like a rules system that keeps things
fair; at least at the start. A rigid system will show when a DM is breaking the
rules for their own advantage; this is a sign for the players in that group to
beware of.
Also, when playing in a neutral environment, such at a
con, an arbiter system is good as well. How does the DM rule on topics that may
not be covered by the rules. Let’s look at Falling. Without system rules on
this the DM has the right to have it do little damage all the way up to killing
a character. The trust between player and DM has not been built up. I’m sure
most of us have heard horror stories of bad DMs at cons.
However, sometimes it’s not about trust. Sometimes it’s
simply wanting the feeling that there is no question as to trust; that the
system is keeping things fair and above board. Thus there is no need to
question the integrity of the DM. It also means the players don’t have to
question what is happening to their characters. They know what to expect
system-wise. They know what Falling does before it happens. They know the consequences
of their actions because the system is judging
their actions, not the DM.
Of course, a system that does the work for the DM is not
to everyone’s liking. Some DMs resent having their power to control the game minimized
and is counter to why they play; some even consider it an insult. Some groups
enjoy a more random system where not everything is balanced within the system.
Of course all of these groups have that implicit trust of their DM; they trust their
DM to be neutral. “Balance” is not an issue for them because they trust the DM
to only present situations that they at least have a chance of surviving. And
they do already know the consequences of their actions, because the DM’s
reactions are a known commodity. In this case the consistency of a rules system
has been replaced with the consistency of the DM.
Each gaming group is different. How much system
arbitration does your group prefer?
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