In a recent answer about GM-ming in D&D, I had to resort to a certain "universal" rule I'm familiar with: “the GM is always right”. Upon this doppelgreener correctly pointed out that it is not universal about all games but a/the core of the D&D mentality. In the chat then kviiri pointed out that "The GM is always right" is actually a pretty crap rule by itself. This "universal rule" also might have other names, like "Golden Rule" or "Rule 0", but that is not part of the question.1
Now I wonder: Where and when did "The GM is always right" or rather "The GM has the final say in any question" actually got codified in an RPG for the first time?
This is not about when the GM is asked to improvise or to handle something akin to his own GM Fiat; it is about where such a statement was first mentioned in a print product explicitly or implicitly. It has been used in various variants as far as I know, and to various extents. Some examples of these "The GM is always right" statements:
-
Hc Svnt Dracones, p5:
The Guide […]They also have the final call
on rules disputes and typically control
what stays and what goes if something
seems out of line. -
Sengoku Revised Edition, p7:
The GM Rules – This is not a democracy. The GM is the boss. You should feel free to ask questions, but when a ruling is made, accept it.
-
And in Paranoia: Troubleshooters (2009, 25th Aniversary Edition) p.40 (and in this case the emphasis is not added):
GM Rule #1. You are IN CHARGE. You are ALWAYS RIGHT.
We give you these rules as guidance. Use them when you do not know what you’d like to have happen in the game. When you do know, ignore them. We have tried to make the rules as helpful and powerful as we can, but if you don’t like a rule, the rule is wrong. Good rules help a lot but bad rules were made to be broken, tortured, lobotomised and summarily executed. Dice are handy for giving players the illusion they control their destiny. This is valuable but roll your dice out of the players’ sight, behind a screen. If a die roll gives you a result you don’t like, the die is wrong. Change the result to the number you want. You can dock the die credits or beat it up, though in our experience this has little effect.
1 – I am fully aware that both Golden Rule and Rule 0 sometimes refer to "GM is right" and sometimes to "Have fun".
Best Answer
Using loaded expressions to start (or try to end) a disagreement
The problem with using a loaded expression like "the GM is always right" is that it is often too broad in terms of how the social dynamics of a given group of people interact.
The point of having a referee, GM, Judge, DM, or other rules arbiter1 is to make decisions during play so that play may continue fairly; this need predates the publication of D&D or any other RPG. A referee or a judge was a feature of the Braunstein games that predated D&D as well as some miniatures war games that featured Napoleonic battles, micro-armor, medieval and ancient armies and various other forms of battles on tabletops.
If a situation arose where the rules were either ambiguous or didn't fit a given situation, or were simply lacking, then in order for the game to continue the referee had to make a ruling. All of the players had to accept the referee's ruling as final so that convention leads to the referee's ruling is right. Without that agreement at the game table, play could grind to a halt over a rules dispute. (See the second half of this answer for an example).
The DM as final authority2 is as old as the game of D&D
An early codification of the DM (GM) being the final authority was in the AD&D Dungeon Master's Guide (TSR, in 1979). The terms Dungeon Master and referee are used interchangeably throughout that book; in the original game (published in 1974) referee was the term for whomever was running a particular game/campaign. See my point above about why the referee needs to be accepted as "being right" in order for play to continue fairly.
Extracts from the AD&D DMG:
From the Introduction (DMG, page 9)
It is no stretch to see the link back to the at-the-table-agreement to abide by the rules of the referee in games that predate D&D and role playing games.
About DM rights (DMG, page 110)
The dice have no authority over the DM/GM. (They are a tool to help keep play moving).
In the Moldvay Basic Set (TSR, 1980) on page B60, there's a clear assertion of DM authority:
That last sentence is still very good advice almost 40 years later.
Game Philosophy from the creators
An earlier reference to absolute GM / DM authority is found in a letter written by Gary Gygax to the publisher of the newsletter Alarums and Excursions (Lee Gold) around 1976.
This point was also made in an article on variations in player alignment within a party in Dragon Magazine #9 (September 1977).
Proto-RPG influences (1970-1973)
I don't have the text of the whole interview, however, some excerpts are still at the link.
Note: rules lawyers are not the only kind of players who may disagree with a DM, but are (in my experience) the kind of players whose objection will most often drag a game to a halt.
While Arneson's tone is quite different from "the GM is always right" in this reply, his position was that the DM is the one who shapes the game so that players can rise to various challenges, and that rules should not be an obstacle to the DM's creative abilities.
This last point links to the point I refer to at the beginning of this answer: the DM / GM / Referee / Judge is the one who makes a ruling or a decision that keeps the game moving along. This is in everyone's interest at the table.
1 The terms DM, judge & referee are all synonymous in D&D; largely a matter of choice. (~ Tim Kask, Editor, Dragon Magazine #9, page 6).
2 The AD&D 1e PHB (p. 8) tells the players explicitly that the referee is the final arbiter of all affairs in his or her campaign