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Reclaiming
the DM's Throne
Part
2: How Does That Rule Work Again?
This
is the second part of a series of articles regarding
the conflict of who is in charge, the rules
or the DM. Read the
first part.
Sitting
at the game table, I find myself asking my players
for rules clarifications more often than you
might think. I've always had a problem keeping
the rules 100 percent straight in a session,
even in the early days of 3rd Edition, when
I was fresh off the design team and the books
had just come out. The problem was, I remembered
so many different ideas, different incarnations,
different versions, different arguments about
various rules, that I couldn't for the life
of me figure out what the final rule actually
turned out to be. I could tell you what Skip
thought about a rule, or give you the kooky
idea we rejected right away, or relate how Jonathan
felt about an issue and why, but not the actual
rule we'd decided on.
Now
v. 3.5 has come along, and while not a lot of
significant rules changes were made, it's enough
to make me question myself even more. (I haven't
adopted v. 3.5 fully in my game, but I use some
things.)
So
basically, I don't try anymore. It's not a tactic
that I would always recommend to every DM. In
many groups, it's important for the DM to be
the most knowledgeable player at the table.
This is usually because, if he's not, the players
take advantage. In this case, in order for the
DM to keep on top of things in his own game,
he's really got to know the rules inside and
out. Don't let the players interpret a rule.
That's your job.
But
if your players aren't the kind that will take
advantage of you (thank goodness mine aren't),
then you don't have to be the rules expert at
the table. You've still got to know what you're
doing, to be sure, but you can relax a bit and
focus on more important things: describing the
scene vividly, carrying out the gnoll chieftain's
strategy, or checking to make sure that the
basilisk down the hall isn't waking up because
of all this noise.
See,
while the DM is the final arbiter of the rules,
in a way that's the least important of your
jobs. The rules don't keep the game exciting,
you do. They don't set the scene, keep the story
going, or evoke the emotions of the players.
That's the DM's real job.
I
make my players look up a rule if it's in question.
If the fighter wants to make an overrun attempt
and neither of us can remember some aspect of
the rule, the player looks it up, not me. I've
got to keep the action moving and the other
players interested. I can't stop to look up
a lot of rules. Frankly, I'd rather get a rule
wrong than let a dispute slow down the game.
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