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* Sheldon on ''Series/TheBigBangTheory'' required Leonard to sign an extensive Roommate Agreement (and later Amy to sign a Relationship Agreement) which he sees as the final word on any conflict. When the rules go against him, he has told both outright that they are missing the point: that the agreements exist for his benefit.
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* The game ''Monster Horrorshow'' was a brief blip on the radar in the 1980s for tabletop gaming. But its manual gave what is thought to be the best advice ever on how to be a good GM: [[https://1d4chan.org/wiki/File:Werewizard.jpg "give your players a good time."]]

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* The game ''Monster Horrorshow'' was a brief blip on the radar in the 1980s for tabletop gaming. But its manual gave what is thought to be the best advice ever on how to be a good GM: [[https://1d4chan.[[https://1d6chan.miraheze.org/wiki/File:Werewizard.jpg "give your players a good time."]]
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{{Railroading}} is an example of excessive (ab)use of Rule Zero. Compare BecauseISaidSo and ScrewTheRulesIMakeThem, especially for other media.

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{{Railroading}} is an example of excessive (ab)use of Rule Zero. Compare BecauseISaidSo and ScrewTheRulesIMakeThem, especially for other media.
media. Also see HouseRules, which is when there's a change to a rule that applies every time the rule comes up for a particular person.
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Rule Zero (as this is frequently called, hence the trope name) is a reminder to the players that the GM of any tabletop game has to exercise some common sense, and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. You could cite all the rules and mechanics you want that said you just one-shotted the BigBad by using [[InfinityPlusOneSword the best weapon in the game]] to invoke the ChunkySalsaRule; too bad. If the GM says it didn't happen, then it didn't happen. Period.

While a GM has fiat to exercise Rule Zero at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but ''what the GM says goes.'' If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".

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Rule Zero (as this is frequently called, hence the trope name) called in tabletop gaming circles) is a reminder to the TTRPG players that the GM of any tabletop game has to exercise some common sense, and sense at their table if they want to keep things going. As such, the GM is permitted to supersede supersede, change, interpret, or flat-out ignore the rules when the rules would ruin enjoyment and fair play. You could cite all the rules and mechanics you want that said say you just one-shotted got a OneHitKill on the BigBad by using [[InfinityPlusOneSword the best weapon in the game]] InfinityPlusOneSword to invoke the ChunkySalsaRule; too bad. If ChunkySalsaRule. But if the GM says it didn't happen, then it didn't happen. Period.

happen.

While a GM has fiat the authority to exercise Rule Zero at will, they are reminded that excessive and/or arbitrary use of this rule overriding the players' actions will eventually lead to an empty game table - table. This is also known as "Rule -1: The GM is not always right, but ''what the GM says goes.'' If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".
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** B.A. From averts this. He plays every rule for better or for worse. He eventually seized control of his game through the use of a GMPC and his control over non mechanical story elements (even in the PC's backstories.)

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** B.A. From averts this. He plays every rule for better or for worse. He eventually seized control of his game through the use of a GMPC and his control over non mechanical story elements (even in the PC's backstories.)
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Rule Zero (as this is frequently called, hence the TropeName) is a reminder to the players that the GM of any tabletop game has to exercise some common sense, and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. You could cite all the rules and mechanics you want that said you just one-shotted the BigBad by using [[InfinityPlusOneSword the best weapon in the game]] to invoke the ChunkySalsaRule; too bad. If the GM says it didn't happen, then it didn't happen. Period.

to:

Rule Zero (as this is frequently called, hence the TropeName) trope name) is a reminder to the players that the GM of any tabletop game has to exercise some common sense, and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. You could cite all the rules and mechanics you want that said you just one-shotted the BigBad by using [[InfinityPlusOneSword the best weapon in the game]] to invoke the ChunkySalsaRule; too bad. If the GM says it didn't happen, then it didn't happen. Period.
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Rule -3 of D&D: [[OurDwarvesAreAllTheSame All dwarves must have Scottish accents]].

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Rule -3 of D&D: [[OurDwarvesAreAllTheSame All dwarves must have Scottish accents]].accents.
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-->[[https://reddit.com/r/dndmemes/comments/y8c6r3/dms_always_remember_that_is_completely_raw_to_ban/iszcjhv/ Reddit]] thread

In many a TabletopRPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, attempts by the resident {{Munchkin}} to [[MinMaxing min-max]] events to his advantage, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games include some version of the following rule:

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-->[[https://reddit.-->--[[https://reddit.com/r/dndmemes/comments/y8c6r3/dms_always_remember_that_is_completely_raw_to_ban/iszcjhv/ Reddit]] thread

In many a TabletopRPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, attempts by the resident {{Munchkin}} to [[MinMaxing min-max]] events to his advantage, beyond the pale, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games include some version of the following rule:



While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but '''what the GM says goes.''' If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".

to:

While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but '''what ''what the GM says goes.''' '' If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".



* In ''Creator/IDWPublishing'''s original Transformers continuity (retroactively named [=IDW1=] after the release of ''ComicBook/Transformers2019''), the Decepticons had one very simple Rule Zero: Megatron's commands are absolute. You could be running your own mini-empire, or overseeing a hellish prison camp, or even pursuing your own agendas or vendettas, he doesn't mind. However, the moment he summons, you answer. And if he tells you to do something as extreme as destroying your own homeworld to stop a harbinger of the apocalypse (as he did Razorclaw), then you're fully expected to do so.

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* In ''Creator/IDWPublishing'''s original Transformers continuity (retroactively named [=IDW1=] after the release of ''ComicBook/Transformers2019''), the Decepticons had one very simple Rule Zero: Megatron's commands are absolute. You could be running your own mini-empire, or overseeing a hellish prison camp, or even pursuing your own agendas or vendettas, he doesn't mind. However, the moment he summons, calls, you answer. And if he tells you to do something as extreme as destroying your own homeworld to stop a harbinger of the apocalypse (as he did Razorclaw), then you're fully expected to do so.

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->''"Rule Zero: The GM is always right."''
-->-- '''Urban Dictionary'''

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->''"Rule Zero: ->Rule 0 of [[TabletopGame/DungeonsAndDragons D&D]]: The GM is DM always right."''
-->-- '''Urban Dictionary'''
has the last word.\\
Rule -1 of D&D: A player can always leave the game, therefore the DM should be prudent in the exercise of Rule 0.\\
Rule -2 of D&D: It’s a lot harder for a player to find a new table than for a DM to find new players, therefore players should be prudent in the exercise of Rule -1.\\
Rule -3 of D&D: [[OurDwarvesAreAllTheSame All dwarves must have Scottish accents]].
-->[[https://reddit.com/r/dndmemes/comments/y8c6r3/dms_always_remember_that_is_completely_raw_to_ban/iszcjhv/ Reddit]] thread
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While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but what the GM says goes. If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".

to:

While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but what '''what the GM says goes. goes.''' If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".
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* ''TabletopGame/VampireTheMasquerade'' says that the only rule that matters is that ThereAreNoRules in its core book.
-->This is the most important rule of all, and the only real rule worth following: '''There are no rules.''' The world is far too big - it can't be reflected accurately in any set of inflexible rules. Think of this book as a collection of guidelines, suggested but not mandatory ways of capturing the World of Darkness in the format of a game. You're the arbiter of what works best in your game, and you're free to use, alter, abuse or ignore these rules at your leisure.
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Page quote moved from The GM Is A Cheating Bastard per the page quote discussion thread.

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->''"Rule Zero: The GM is always right."''
-->-- '''Urban Dictionary'''
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* The game ''Monster Horrorshow'' was a brief blip on the radar in the 1980s for tabletop gaming. But its manual gave what is thought to be the best advice ever on how to be a good GM: "[[https://1d4chan.org/wiki/File:Werewizard.jpg give your players a good time]]".

to:

* The game ''Monster Horrorshow'' was a brief blip on the radar in the 1980s for tabletop gaming. But its manual gave what is thought to be the best advice ever on how to be a good GM: "[[https://1d4chan.[[https://1d4chan.org/wiki/File:Werewizard.jpg give "give your players a good time]]".time."]]

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* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons''. While D&D may not have been the first tabletop roleplaying game, it certainly [[TropeCodifier codified many of the mechanics and tropes associated with them]]. Generally speaking, the DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's a meme in D&D circles that one player always [[RulesLawyer insists on following the rules as written]] [[{{Munchkin}} only when it benefits him]], the DM is the ultimate authority for their world. There's even notes on the Dungeon Master's Guide for Fifth Edition about how to apply Rule Zero, as well as general advice on how to be a good DM.

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* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons''. While D&D ''D&D'' may not have been the first tabletop roleplaying game, it certainly [[TropeCodifier codified many of the mechanics and tropes associated with them]]. Generally speaking, the DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's a meme in D&D ''D&D'' circles that one player always [[RulesLawyer insists on following the rules as written]] [[{{Munchkin}} written only when it benefits him]], him]] [[{{Munchkin}} or threatens to weaken his over-powered character build]], the DM is the ultimate authority for their world. There's even notes on the Dungeon Master's Guide for [[TabletopGame/DungeonsAndDragonsFifthEdition Fifth Edition Edition]] about how to apply Rule Zero, as well as general advice on how to be a good DM.



** Emphasis not added. That's how it is in the book.



** This is one reason why ''MTG'' has LoadsAndLoadsOfRules: all official tournament referees are allowed to invoke Rule Zero if there is no precedent for how certain cards interact. Their decision then gets stuck in the big list of errata/clarifications.
** In tournaments, the head judge has the power to make any ruling he wants, and his word will be final, even if he turns out to be wrong (i.e. even if the decision was actually against the official rules of the game, whatever the head judge of a tournament says goes, and that's that). The only recourse a player has if they don't like what the head judge ruled is to make a complaint afterwards. And while these types of incorrect rulings do happen, such a thing is quite rare.

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** The official rules cite The Golden Rule of ''Magic'' as some variation of the following: "if the cards and the rules-as-written ever contradict each other, the cards are right". The one and only exception to this rule is that a player can concede a game at any time, regardless of what the cards say. This is to prevent a player from being stuck in a tabletop game version of ControllableHelplessness where their opponent is clearly going to win, but there's nothing the player can do but just sit there and watch.
** This is one reason why ''MTG'' has LoadsAndLoadsOfRules: all official tournament referees are allowed to invoke Rule Zero if there is no precedent for how certain cards interact.interact with each other. Their decision then gets stuck in the big list of errata/clarifications.
** In tournaments, the head judge has the power to make any ruling he wants, and his word will be final, even if he turns out to be wrong (i.e. wrong. That is to say, even if the decision was actually against the official rules of the game, whatever the head judge of a tournament says goes, and that's that).that. The only recourse a player has if they don't like what the head judge ruled is to make a complaint afterwards. And while these types of incorrect rulings do happen, such a thing is quite rare.

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** In ''ComicBook/TransformersTheLastStandOfTheWreckers'' it's mentioned that Skyquake had carved out his own mini-empire and living it up. However, when Megatron sent orders for him to take the Autobot prison of Garrus-9, he immediately marshaled his forces to go on the attack. Too bad for him [[DangerousDeserter Overlord]] showed up...

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** In ''ComicBook/TransformersTheLastStandOfTheWreckers'' ''ComicBook/TheTransformersLastStandOfTheWreckers'' it's mentioned that Skyquake had carved out his own mini-empire and living it up. mini-empire. However, when Megatron sent orders for him to take the Autobot prison of Garrus-9, he immediately marshaled marshals his forces to go on the attack. Too bad for him [[DangerousDeserter Overlord]] showed up...

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* In ''Creator/IDWPublishing'''s original Transformers continuity (retroactively named IDW1 after the release of ''ComicBook/Transformers2019''), the Decepticons had one very simple Rule Zero: Megatron's commands are absolute. You could be running your own mini-empire, or overseeing a hellish prison camp, or even pursuing your own agendas or vendettas, he doesn't mind. However, the moment he summons, you '''answer'''. And if he tells you to do something as extreme as destroying your own homeworld to stop a harbinger of the apocalypse (as he did Razorclaw), then you're fully expected to do so.

to:

* In ''Creator/IDWPublishing'''s original Transformers continuity (retroactively named IDW1 [=IDW1=] after the release of ''ComicBook/Transformers2019''), the Decepticons had one very simple Rule Zero: Megatron's commands are absolute. You could be running your own mini-empire, or overseeing a hellish prison camp, or even pursuing your own agendas or vendettas, he doesn't mind. However, the moment he summons, you '''answer'''. answer. And if he tells you to do something as extreme as destroying your own homeworld to stop a harbinger of the apocalypse (as he did Razorclaw), then you're fully expected to do so.so.
** To expand, in the '''Stormbringer''' mini-series when Megatron discovers that [[TheJuggernaut Thunderwing]] has somehow come back to life, he orders Razorclaw to head to Cybertron to assess the situation. He gives orders that if there's any chance Thunderwing might continue his rampage, he is to use the planet-killing weapons aboard to destroy Cybertron itself. Razorclaw is willing to do so rather than risk Megatron's wrath, but thanks to a combination of sentimentality for his homeworld and out of respect for the Autobots' ferocious stand he holds off as long as he's able.
** In ''ComicBook/TransformersTheLastStandOfTheWreckers'' it's mentioned that Skyquake had carved out his own mini-empire and living it up. However, when Megatron sent orders for him to take the Autobot prison of Garrus-9, he immediately marshaled his forces to go on the attack. Too bad for him [[DangerousDeserter Overlord]] showed up...
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[[folder:Comic Books]]
* In ''Creator/IDWPublishing'''s original Transformers continuity (retroactively named IDW1 after the release of ''ComicBook/Transformers2019''), the Decepticons had one very simple Rule Zero: Megatron's commands are absolute. You could be running your own mini-empire, or overseeing a hellish prison camp, or even pursuing your own agendas or vendettas, he doesn't mind. However, the moment he summons, you '''answer'''. And if he tells you to do something as extreme as destroying your own homeworld to stop a harbinger of the apocalypse (as he did Razorclaw), then you're fully expected to do so.
[[/folder]]
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Munchkin tag in main writeup


In many a TabletopRPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games include some version of the following rule:

to:

In many a TabletopRPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, attempts by the resident {{Munchkin}} to [[MinMaxing min-max]] events to his advantage, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games include some version of the following rule:
Is there an issue? Send a MessageReason:
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* ''TabletopGame/Warhammer40000'' has a callout in its core rulebook called "The Most Important Rule" that boils down to a mutual version of this: if you aren't sure how something interacts with something else, whatever you mutually agree at the tabletop is fine; if you can't agree, roll-off to pick a side and get on with it. The game has an incredible number of moving parts with a fairly basic game involving three separate rulebooks (the basic rules and each army's codex) with special abilities that can ignore various things, so this helps keep a game moving without diving into the manual every turn. Like other games mentioned above, competitive-level games tend to defer to the referee or tournament organizer who's more familiar with the rules and errata.

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* ''TabletopGame/Warhammer40000'' has a version of this, which is notable for an adversarial game with no impartial storyteller. A callout in its core rulebook called "The Most Important Rule" that boils down to a mutual version of this: if you aren't sure how something interacts with something else, works, whatever you mutually agree at the tabletop is fine; fine, and if you can't agree, agree then roll-off to pick a side and get on with it. The game has an incredible number of moving parts parts, with a fairly basic standard game involving three separate rulebooks (the basic the core rules and each army's codex) with special abilities two codices that can ignore various things, have additions and exceptions to them, so this helps keep a game moving without diving into the manual every turn. Like other games mentioned above, competitive-level games tend to defer to the referee or tournament organizer who's more familiar with the rules and errata.
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* Unwritten rules, also called unspoken rules, can be this; these are rules that are never recorded but must be obeyed within organizations, workplaces, sports, etc. They are usually not known to outsiders but are taken [[SeriousBusiness seriously by insiders]]. Among these are the [[https://en.wikipedia.org/wiki/Unwritten_rules_of_baseball unwritten rules of baseball]], pets ARE family and privileges allowed to older school students.
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* ''TabletopGame/Warhammer40000'' has a callout in its core rulebook called "The Most Important Rule" that boils down to a mutual version of this: if you aren't sure how something interacts with something else, whatever you mutually agree at the tabletop is fine; if you can't agree, roll-off to pick a side and get on with it. The game has an incredible number of moving parts with a fairly basic game involving three separate rulebooks (the basic rules and each army's codex) with special abilities that can ignore various things, so this helps keep a game moving without diving into the manual every turn. Like other games mentioned above, competitive-level games tend to defer to the referee or tournament organizer who's more familiar with the rules and errata.
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* The Scottish legal system has the doctrine of ''nobile officium'' that allows the Judges of the Court of Session or High Court of Justiciary to provide extra-legal remedies provided they are in line with common sense and mercy. It is incredibly rarely used, but the threat of it is enough to stymie egregious loophole abuses.
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* Adult authority figures routinely dealing with children and teenagers will invoke this conjunction with ScrewTheRulesIMakeThem, namely for three reasons. First, no authority figure can foresee every possible situation and will have to adjudicate accordingly. Second, this is a way to deal with a real life RulesLawyer, especially those that argue every detail and word of a rule. Third, this is used to punish those who "creatively" interpret rules, instructions or bans with LoopholeAbuse or ExactWords.

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* Adult authority figures routinely dealing with children and teenagers will invoke use this conjunction along with ScrewTheRulesIMakeThem, namely for three reasons. First, no authority figure can foresee every possible situation and will have to adjudicate accordingly. Second, this is a way to deal with a real life RulesLawyer, especially those that argue every detail and word of a rule. Third, this is used to punish those who "creatively" interpret rules, instructions or bans with LoopholeAbuse or ExactWords.
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In an open-ended tabletop RPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games mention some version of the following rule:

to:

In an open-ended tabletop RPG, many a TabletopRPG, game balance is sometimes hard to achieve, since there is an unlimited number of choices available to the players. In such a situation, it's inevitable that there's going to be a GameBreaker, strange applications of the mechanics by the RulesLawyer, and things which are done in such a way that it's clearly NotTheIntendedUse. For these reasons, to protect the sanity and well-being of the average GameMaster, most tabletop roleplaying games mention include some version of the following rule:



While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but what the GM says goes. If they say enough stupid stuff, [[ScrewThisImOuttaHere the players go as well]]".

to:

While a GM has fiat to exercise Rule Zero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table - also known as "Rule -1: The GM is not always right, but what the GM says goes. If they say enough stupid stuff, [[ScrewThisImOuttaHere the players will go as well]]".
Is there an issue? Send a MessageReason:
None


* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons''. While D&D may not have been the first tabletop roleplaying game, it certainly [[TropeCodifier codified many of the mechanics and tropes associated with them]]. Generally speaking, the DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's a meme in D&D circles that one player always [[RulesLawyer insists on following the rules as written]] [[{{Munchkin}} only when it benefits him]], the DM is the ultimate authority for their world. There's even notes on the Dungeon Master's Guide dor Fifth Edition about how to apply Rule Zero, as well as general advice on how to be a good DM.

to:

* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons''. While D&D may not have been the first tabletop roleplaying game, it certainly [[TropeCodifier codified many of the mechanics and tropes associated with them]]. Generally speaking, the DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's a meme in D&D circles that one player always [[RulesLawyer insists on following the rules as written]] [[{{Munchkin}} only when it benefits him]], the DM is the ultimate authority for their world. There's even notes on the Dungeon Master's Guide dor for Fifth Edition about how to apply Rule Zero, as well as general advice on how to be a good DM.
Is there an issue? Send a MessageReason:
None


* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons'', the first tabletop roleplaying game. Many other games take it from there, but it's OlderThanYouThink. There's even notes on the Dungeon Master's Guide about how to apply Rule Zero, as well as general advice on how to be a good DM.

to:

* The TropeNamer for Rule Zero is ''TabletopGame/DungeonsAndDragons'', ''TabletopGame/DungeonsAndDragons''. While D&D may not have been the first tabletop roleplaying game. Many other games take game, it from there, but certainly [[TropeCodifier codified many of the mechanics and tropes associated with them]]. Generally speaking, the DM has final say on anything that happens in the campaign; they determine what the players roll, how often they roll, and resolve any disputes between the players and the rules. While it's OlderThanYouThink. a meme in D&D circles that one player always [[RulesLawyer insists on following the rules as written]] [[{{Munchkin}} only when it benefits him]], the DM is the ultimate authority for their world. There's even notes on the Dungeon Master's Guide dor Fifth Edition about how to apply Rule Zero, as well as general advice on how to be a good DM.

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