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* American Football has a rule against "palpably unfair acts", which functions as this. It's not enforced often, and only against obvious cases (such as a substitute running into the field from the sideline during a play and tackling the ball carrier).

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* American Football has a rule few rules against "palpably unfair acts", which functions function as this. It's this (The NFL has Rule 12-3-3 for players and substitutes, and Rule 13-1-7 for non-players--see below for an example). They're not enforced used very often, and only against when they are, it's usually an obvious cases case (such as a substitute running into the field from the sideline during a play and tackling the ball carrier).
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* American Football has a rule against "palpably unfair acts", which functions as this. It's not enforced often, and only against obvious cases (such as a substitute running into the field from the sideline during a play and tackling the ball carrier).
-->'''NFL Rule 12-3-3:''' A player or substitute shall not interfere with play by any act which is palpably unfair.\\
Penalty: for a palpably unfair act: Offender may be disqualified. The Referee, after consulting his crew, enforces any such distance penalty as they consider equitable and irrespective of any other specified code penalty. The Referee may award a score.
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* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]
* B.A. From KnightsOfTheDinnerTable 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.)
** To a degree, this is true of almost every [=GM=] in the KnightsOfTheDinnerTable universe. A [=HackMaster=] [=GM=] is [[SeriousBusiness accredited by a national association]] before being allowed to run an "official" campaign. Years' worth of legal precedent have gone towards removing the concept of Rule Zero from accredited, tournament legal campaigns. After all, since tournaments usually involve opposing groups and characters competing against one another, it makes sense to ensure that they're all playing on the same page. This has evolved into the "Rules of Fair Play" doctrine, where ''all'' rules introduced into the campaign apply to both characters and [=NPCs=] without bias or discrimination, effectively removing a [=GM's=] judgment from the equation. This environment makes B.A., and other [=GMs=], extremely creative umpires who arbitrate how invoked rules play out within their games.

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* ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For [[note]]For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]
[[/note]]
* B.A. From KnightsOfTheDinnerTable ComicStrip/KnightsOfTheDinnerTable 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.)
** To a degree, this is true of almost every [=GM=] in the KnightsOfTheDinnerTable ComicStrip/KnightsOfTheDinnerTable universe. A [=HackMaster=] [=GM=] is [[SeriousBusiness accredited by a national association]] before being allowed to run an "official" campaign. Years' worth of legal precedent have gone towards removing the concept of Rule Zero from accredited, tournament legal campaigns. After all, since tournaments usually involve opposing groups and characters competing against one another, it makes sense to ensure that they're all playing on the same page. This has evolved into the "Rules of Fair Play" doctrine, where ''all'' rules introduced into the campaign apply to both characters and [=NPCs=] without bias or discrimination, effectively removing a [=GM's=] judgment from the equation. This environment makes B.A., and other [=GMs=], extremely creative umpires who arbitrate how invoked rules play out within their games.
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* Averted in ''World of Synnibar'', which actually imposes limits on what the GM can and cannot do:

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* Averted in ''World of Synnibar'', Synnibarr'', which actually imposes limits on what the GM can and cannot do:
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{{Railroading}} is an example of excessive use of RuleZero.

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{{Railroading}} is an example of excessive use (ab)use of RuleZero.
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!!Examples include

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!!Examples include
!!Examples:



* Averted hard in ''World of Synnibar'', which actually imposes limits on what the GM can and cannot do:

to:

* Averted hard in ''World of Synnibar'', which actually imposes limits on what the GM can and cannot do:
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Namespace, yeah


In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

to:

In an open ended tabletop RPG, game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.
right.



* ''{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]

to:

* ''{{Paranoia}}'' ''TabletopGame/{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]



-->"Players may attempt what is known as 'calling Fate.' This means that if a ruling is disputed by a player and he challenges Fate and is found to be absolutely correct, the player may receive double gaming points [XP] for the entire adventure."

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-->"Players may attempt what is known as 'calling Fate.' This means that if a ruling is disputed by a player and he challenges Fate and is found to be absolutely correct, the player may receive double gaming points [XP] for the entire adventure." "
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* Dane from StatlessAndTactless agrees to give up rule zero in relation to a player to get him to bring a friend. It doesn't go well.
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* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]

to:

* ''{{Paranoia}}'' is notable in that it's one of the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]
Is there an issue? Send a MessageReason:
None


* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]

to:

* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, rolls, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]].security clearance]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]
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{{Railroading)) is an example of excessive use of RuleZero.

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{{Railroading)) {{Railroading}} is an example of excessive use of RuleZero.
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{{Railroading)) is an example of excessive use of RuleZero.
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-->"Players may attempt what is known as 'calling Fate.' This means that if a ruling is disputed by a player and he challenges Fate and is found to be absolutely correct, the player may receive double gaming points [XP] for the entire adventure."
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* Averted hard in ''World of Synnibar'', which actually imposes limits on what the GM can and cannot do:
-->"Fate [the GM] has absolute control during the game regarding rolls and interpretation of the rules. Fate may not, however, deviate from the rules as they are written, for if he or she does and the players find out, then the adventure can be declared null, and the characters must be restored to their original condition, as they were before the game began."

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Changed: 106

Removed: 1048

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trimming



Sometimes overlaps with {{Railroading}} which a Gamemaster can accomplish either through RuleZero or by designing his adventure to make it impossible for the players to do anything he doesn't want them to do. {{Railroading}} is an abuse of RuleZero and when the {{GMPC}} gets involved, you might want to find another game but done right, this RuleZero allows the Gamemaster to protect you from TheMunchkin and (sometimes) TheLoonie. Pick your poison.

There is a variation that occurs in online games of all sorts when a hard coded ObviousRulePatch is not forthcoming for a particularly serious exploit or bug. Officers with administrative powers can simply ban one or more repeat offenders on the spot.

It also overlaps with web forums and sites, even the very one you are reading now. The webmaster\mod is always right, after all it is their place and they can run it any way they see fit. The same rules for games however would also apply to them, bad examples would drive away people just as good examples help make the place fun and comfortable.



* Pretty much every tabletop game ever made has some version of this rule. The exceptions are notable.
* MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.)

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* Pretty much every tabletop game ever made has some version of this rule. The exceptions are notable.
* MutantsAndMasterminds
''MutantsAndMasterminds'' is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.)



** Weird Pete is the opposite extreme enforcing RuleZero through demerits that can result in level loss and can only be undone by working them off in his gameshop unpaid.

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** Weird Pete is the opposite extreme enforcing RuleZero through demerits that can result in level loss and can only be undone by working them off in his gameshop unpaid.unpaid.
----
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* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]

to:

* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom. Possessing knowledge above your security clearance is punishable by summary execution.]]

Changed: 87

Removed: 129

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Nice TRY but no. The rules state in text they are Ultraviolet; the book cover doesn\'t actually have that color.


* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom.]]
** Clever players, however, can, if they own a copy of the game, get around this by painting their own rulebooks cover to be red.

to:

* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom.]]
** Clever players, however, can, if they own a copy of the game, get around this
Possessing knowledge above your security clearance is punishable by painting their own rulebooks cover to be red.summary execution.]]
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** Clever players, however, can, if they own a copy of the game, get around this by painting their own rulebooks cover to be red.
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Thought this would fit.

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It also overlaps with web forums and sites, even the very one you are reading now. The webmaster\mod is always right, after all it is their place and they can run it any way they see fit. The same rules for games however would also apply to them, bad examples would drive away people just as good examples help make the place fun and comfortable.
Is there an issue? Send a MessageReason:
None


* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which is generally [[MemeticMutation above their clearance level]].

to:

* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which is generally are [[MemeticMutation above their clearance level]]. [[hottip:*:For reference, the rules are Ultraviolet-level, the top of the ladder, whereas most players are Red, just one rank above the bottom.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''{{Paranoia}}'' is notable in that it's one the few Tabletop Games in which extensive and arbitrary use of Rule Zero is ''encouraged''. The DM is allowed to fudge rolls, to let other plays fudge their rolls or fudge each other's roles, and generally discard the rules as long as RuleOfFun is observed. The justifying reason for this caveat? Any player who tried to call the DM out on it would be acknowledging they have read the rules, which is generally [[MemeticMutation above their clearance level]].
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** Players can go a step further with "complications" which are specific recurring dramatic setbacks that a GM can use on a player that fit the player's character concept. A common example is the secret identity.
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** To a degree, this is true of almost every [=GM=] in the KnightsOfTheDinnerTable universe. A [=HackMaster=] [=GM=] is [[SeriousBusiness accredited by a national association]] before being allowed to run an "official" campaign. Years' worth of legal precedent have gone towards removing the concept of Rule Zero from accredited, tournament legal campaigns. After all, since tournaments usually involve opposing groups and characters competing against one another, it makes sense to ensure that they're all playing on the same page. This has evolved into the "Rules of Fair Play" doctrine, where ''all'' rules introduced into the campaign apply to both characters and [=NPCs=] without bias or discrimination, effectively removing a [=GM's=] judgment from the equation. This environment makes B.A., and other [=GMs=], extremely creative umpires who arbitrate how invoked rules play out within their games.
Is there an issue? Send a MessageReason:
None


* MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.)

to:

* MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform impressive feats normally beyond their abilities.))
* B.A. From KnightsOfTheDinnerTable 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.)
**Weird Pete is the opposite extreme enforcing RuleZero through demerits that can result in level loss and can only be undone by working them off in his gameshop unpaid.
Is there an issue? Send a MessageReason:
None


* MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform an impressive feats normally beyond their abilities.)

to:

* MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform an impressive feats normally beyond their abilities.)
Is there an issue? Send a MessageReason:
None


Sometimes overlaps with {{Railroading}} which a Gamemaster can accomplish either through RuleZero or by designing his adventure to make it impossible for the players to do anything he doesn't want him to do.

to:

Sometimes overlaps with {{Railroading}} which a Gamemaster can accomplish either through RuleZero or by designing his adventure to make it impossible for the players to do anything he doesn't want him them to do.
do. {{Railroading}} is an abuse of RuleZero and when the {{GMPC}} gets involved, you might want to find another game but done right, this RuleZero allows the Gamemaster to protect you from TheMunchkin and (sometimes) TheLoonie. Pick your poison.
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None

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There is a variation that occurs in online games of all sorts when a hard coded ObviousRulePatch is not forthcoming for a particularly serious exploit or bug. Officers with administrative powers can simply ban one or more repeat offenders on the spot.
Is there an issue? Send a MessageReason:
None


Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster has fiat to exercise RuleZero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

to:

Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fair play. While a GameMaster has fiat to exercise RuleZero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.table.

Sometimes overlaps with {{Railroading}} which a Gamemaster can accomplish either through RuleZero or by designing his adventure to make it impossible for the players to do anything he doesn't want him to do.
----
!!Examples include
*Pretty much every tabletop game ever made has some version of this rule. The exceptions are notable.
*MutantsAndMasterminds is notable for having a game mechanic for rule zero called "gamemaster fiat." The gamemaster is permitted to arbitrarily create setbacks to keep his story on track (such as having a hero slip and fall if he's about to catch the bad guy long before the adventure says he should) but requires that the Gamemaster award the hero a hero point (which players can spend later on to perform an impressive feats normally beyond their abilities.)
Is there an issue? Send a MessageReason:
None


In an open ended Tabletop RPG, Game Balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fairplay. While a GameMaster has fiat to exercise RuleZero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.

to:

In an open ended Tabletop tabletop RPG, Game Balance game balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

Rule Zero is simply a reminder to the players that the Game Master has to exercise some common sense and is permitted to supersede the rules when the rules would ruin enjoyment and fairplay.fair play. While a GameMaster has fiat to exercise RuleZero at their table at will, they are reminded that excessive arbitrary use of this rule will eventually lead to an empty game table.
Is there an issue? Send a MessageReason:
None


In an open ended Tabletop RPG, GameBalance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

to:

In an open ended Tabletop RPG, GameBalance Game Balance is sometimes hard to achieve and, with an unlimited number of choices available to the players, a GameBreaker is inevitable, especially if you have a RulesLawyer at your table. For this reason, most games mention some version of RuleZero: The GameMaster is always right.

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