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Reclaiming
the DM's Throne
Part
3: Logical Sense
This
is the third part of a series of articles regarding
the conflict of who is in charge, the rules
or the DM. Read the
first part and the
second part.
My
players are (slowly, I think) getting used to
me making judgment calls on the fly -- you know,
like what a DM is supposed to do. Things like
the time it takes to pick something up and hand
it to someone else. Like being able to attack
a foe on a ledge above you with both ends of
a double weapon, or not. In these cases, I use
a technique that I picked up from Jonathan Tweet
(actually, it's something I'd done long before
I met him, but Jonathan put it in an easy way
to explain). If someone made a movie out the
gaming session, how would the specific action
look on the screen? Would it be simple and straightforward
or would it be complicated? Would it seem possible
at all?
This
is just another way to say, "Hey, DM --
just use logic." In such cases sometimes
the DM has to enforce logic over the game rules.
Even if a player can point to the rulebook to
say that something is possible, the DM can invoke
logic to say that it's not -- even if the DM
have no such entry in any book to back him up.
Logic,
in fact, is the ultimate DM's rule. Your players
should understand that. If the logic of what's
going on in your game session right now doesn't
match up with the way the rule was written in
a book years earlier and miles away, logic's
got to win. No one can expect every situation
in a game to be covered by a rule in a book.
This isn't a power you should wield arbitrarily.
The rules are there to provide consistency in
your game, and that's extremely important. But
if you don't also have things flow logically
-- or to put it another way, if things in your
game don't make any kind of sense if you try
to imagine it really happening -- you risk having
your players not take things seriously. If the
game loses all sense of believability, you've
really got a problem
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