It’s Not Your Story, or The Law of Unintended Causes
Thursday, August 13th, 2009Dungeons and Dragons has survived for as long as it has because of one simple rule: DM’s prerogative. What this means is no matter what action a player decides he or she would like to take, the DM has the final say on all rules. The DM can make judgments on what is and is not allowed, but, most importantly, translates the nigh-unlimited number of options a player can take into the game mechanic. Having a human in charge of the rules at any given moment, along with the rules stating that the human is in charge and can override any rule, makes the game infinitely and immediately adaptable to practically any and every situation.
The open-endedness of it can be quite daunting. While it is possible to relate most actions under the human domain to one of the six core D&D attributes, it is not always as simple as a skill check. The very nature of the game allows for the players to roleplay as they see fit. But nothing irks beginning DMs more than a story not going according to plan.