Aldarc
Legend
This illustrates the problem of media. These examples are not from cooperative tabletop games; these are stories driven by authors or writing teams. Tyrion is not a player character, as he does not have a player. George R. R. Martin authors the voice and agency of the character, and other characters that he chooses to include, while also facilitating the surrounding drama of the narrative.If you belong to an order/organisation you tend to have obligations which may result in conflict if one party disagrees with another. And we see this all the time in movies and series and this proves to be a major source of entertainment. How many cop/detective shows have we seen where they take issue with the decisions/requests of their senior officers/captains?
Tyrion had a wonderful role in balancing his duties as hand of the king to his ruthless nephew king while attempting to steer the city in a positive direction.
This is all well and good, but part of the debate has centered around players openly indicating that they do not want certain areas of their character to serve as sources of conflict for the DM. Dungeon Masters disrespecting that would likely qualify under failing their duties to "provide the entertainment" for the table.The DM's job is in a sense to provide the entertainment and one way of doing this is raising areas of possible conflict. Can it be done badly? Sure. No doubt there are very forceful DM's out there that do more harm than good, and they probably do so in many other aspects of the game not just this. But just because there are bad DM's does not necessarily make that style-of-play bad. Finally a DM needs to know their table/players.
The above ignores story now styled tables because that predominantly demands the players be the story-drivers which by default relieves much of the work taken on by story-driving DMs.
I disagree with this assumption. And I do believe that it is fundamentally backwards. It reminds me of debates in my early days of fantasy roleplaying when DMs would impose things on characters along the lines of "You're a dwarf, so you must hate elves," and they would justify it via some gorgon-excrement flavor text. Or as a barbarian, "you must hate civilization," should we follow the 5e class flavor text. Flavor text is meant to serve as a springboard for character ideas and hooks for players, but not prescribe them. Choosing not to latch onto the flavor text, or portions thereof, does not necessarily mean that the DM or player are actually altering anything about the class.The fluff is semi-prescriptive.
Saying that "hey, a high priest can demand this from you" is just a truism of play on the level of saying, "hey, the king can demand this from you." As others have pointed out, this is not somehow exclusive to the cleric or their class. A high priest can make demands of most people in-game, and deities likely even more so. The flavor text is not a "how to play a cleric" manual. The larger point of the flavor text, IMO, is for the player to consider how their player character engages the world they inhabit when creating their character.
It hardly seems like this discussion would be performed in good faith if you already established your terms of discussion as "my way or GTFO."At my tables, if you don't want NPCs with ties to your character, there will be a discussion. If you choose clerics, warlocks, guild members etc... it's an almost certain no.
But there are other tables.