Campaign Settings and DM Strictures, the POLL

On a scale from 1-5, with 1 being no restrictions by the DM and 5 being DM fiat, how free should a D

  • 1. DM should not enforce any restrictions that are not in the rules books.

    Votes: 3 1.8%
  • 2. DM should only enforce restrictions based on selections from the rules books (e.g., only PHB).

    Votes: 1 0.6%
  • 3. DM may make restrictions based on the campaign, so long as they are known ahead of time.

    Votes: 55 32.9%
  • 4. DM may make restrictions for other reasons (ex.- no evil characters).

    Votes: 69 41.3%
  • 5. DM may make restrictions on characters for any reason whatsoever, even after character creation.

    Votes: 36 21.6%
  • I am just a caveman; your world frightens and confuses me.

    Votes: 3 1.8%

aco175

Legend
As of now, I'm the only one that voted for #2. I think DMs have a place and players have a place, but everyone needs to have fun. Granted it has been a while since someone needed to play a half-catfolk and half-crystal person, but thay player is showing up to have fun and play just like everyone else. The DM can just say no, but should try and work with the players to all be on the same page.

If I just came out and said that next campaign we are playing in outer space. One of the players would be fine and 2 would not like it at all. Same if I said you can only play X or Y races and classes. I would go to the group and ask if they would like something before I just implemented it.

I still think the DM can limit things, but shouldn't just because they do not like it.
 

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Banning rulebooks was more necassary in 3e and 4e. There were some trash books.
And you were generally better off approving options on a case-by-case basis rather than blanket allowing things.

The problem is, you tended to start games when there was limited content and just allowed everything as a table rule. And then, over a year or two, the amount of content jumped, and allowing everything became problematic.

In 5e, managing options is easier. There’s few enough that it’s easier to exclude the stuff you don’t allow rather than exclude the stuff you do allow.
For now.

Generally, I prefer to exclude for story reasons. A race that doesn’t fit the world or a subclass that doesn’t match the setting lore for the class. But if something is broken, I have to reluctantly break out the ban hammer.
Simmilarly, it’s preferable to ban ahead of character creation. But sometimes you only realize an option is broken during play.
 

Shiroiken

Legend
I voted 4, but have used 5 in the past. Anytime I allow something that isn't within my norm, such as Homebrew 3PP or UA, I give the stipulation that it can be changed at any time if I find something to be a problem. Conversely, in my current campaign many races are either unavailable or restricted (require DM approval), but may become available based on events of the game.
 

Eltab

Lord of the Hidden Layer
The DM can make restrictions, which should be explained ahead of time. Ideally in a one-page handout that prospective players can peruse before Session Zero.
The DM can also enforce restrictions based on the campaign (such as no Divine powers in Athas).

It is a problem waiting to blow up in your face if you have "unwritten rules" that the players and their characters will only discover by transgressing them.
For instance, if you dangle a little girl in distress in front of them and expect the PCs to drop everything to help her find her lost kitty, and punish them if they continue with their Important Mission, your game will break down as the players begin playing defense to protect their characters, and playing offense against you - instead of working with you to create an entertaining story.
 

pming

Legend
Hiya!

I would have picked 4.5 if it was available. I live by #4, but I have done, and would/will do #5 if something warrants it. So if I didn't say "no dragonborn", then as everyone is finishing character creation someone says "I'm a dragonborn"...I kick myself for forgetting about it. I then give my spiel about how dragonborn are not around in my world, or how exceedingly rare they are, or whatever, and I give the player the opportunity to change it right then and there. If they decide they want to play that dragonborn PC, ok. Lets get playing. HOWEVER, if it is becoming a serious problem for the PC's and the dragonborn PC in particular, I might just say "Dude, make a new guy. Your dragonborn is going to get killed in this next session because you guys decided to travel to the halfling city at the foot of Mount Silverhorn; the halflings hate all things dragon or scaly and will not give you the benefit of the doubt. They will attack on sight and consider everyone in the party to be 'in league with the dragons'".

I have only really had to pull a #5 a handfull of times over the decades, so that's why I decide on #4.

^_^

Paul L. Ming
 

Tallifer

Hero
I voted for 5, absolute monarchy, because if I trust and like the dungeon master then I will gladly enter into a Hobbesian social contract with his campaign. If not, I will play elsewhere or run my own better houserules. :)
 

ccs

41st lv DM
I voted #5.
In practice it most often it works out to be #4. Because in the vast majority of the cases you'll know of any restrictions before play begins. And we'll have had any required discussions. But WotC doesn't time their releases to correspond with our campaigns beginning & ending..... So anytime new material is released (Xanathars for ex), or a player comes to me with something not already addressed (Ex; I have one player who wanted to play some 3rd party wolf-person) I need to make a determination outside session zero. Sometimes things are accepted, sometimes blocked, and sometimes allowed on a strictly case-by-case basis.
And, as this is a RPG, not just a computer/board/minis game, there's also actual play/story considerations. These usually influence Multi-Classing. For ex, let's say you're mid-adventure & the next time you lv. up you decide to MC into wizard. But if you've not discussed this with me, done any type of RP leading up to it, etc? Then I'm very likely going to tell you NO. You might talk me into your character developing Sorcerer abilities though....
 

ccs

41st lv DM
I still think the DM can limit things, but shouldn't just because they do not like it.

So you're saying that I should allow things I dislike even though that WILL detract from my enjoyment of running the game, wich in turn will most definitely detract from all of the players enjoyment?
Don't you think it'd be a better idea if I simply limited whatever it is to start with & saved us all a bunch of frustration & wasted time?
 



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