Quickbeam
Explorer
Some background:
Our group consists of seven players, three of which (myself included) take turns DMing separate campaigns. This allows everyone in the group to participate in settings and campaign styles that are vastly different, hopefully broadening our minds and perspectives over the course of time. All (save one of us) are experienced RPGers, yet none of us had ever encountered an overbearing, control-freak DM.
The current DM is on his second go-round running our game, following a painfully poor first attempt. While he didn't design our characters and name them for us (no one would have played under those circumstances), he did spend an inordinate amount of time controlling just about everything else...including our actions in some instances. After several conversations amongst the entire group, he stepped down as DM to alleviate everyone's building level of frustration.
*Flash forward a year*
Here we sit one month into his second stint as DM, and everything has improved drastically. What's different this time? A year of reflective thinking on all our parts, as other campaigns developed in often unexpected patterns. This gent learned that it's possible to shape our actions without forcing our hands, and we learned that every so often it's best to just sit back and watch the DM weave his web.
My point, is that after you've exhausted all reasonable means of approaching your friend, seek a temporary alternative within your group for DM or campaigns. Perhaps a little time and perspective will allow everyone to ease their positions a bit. As others have stated, pre-made characters for mini adventures or visitors in your group, are just fine and make perfect sense. But for the long term, a good DM will have a plethora of ways in which he can shape the story arcs without micromanaging everyone's PCs. D&D is a game. Games are intended to be fun. Having someone play the game for you is NOT fun. Seek some middle ground; offer to try another campaign or DM; or move on.
Our group consists of seven players, three of which (myself included) take turns DMing separate campaigns. This allows everyone in the group to participate in settings and campaign styles that are vastly different, hopefully broadening our minds and perspectives over the course of time. All (save one of us) are experienced RPGers, yet none of us had ever encountered an overbearing, control-freak DM.
The current DM is on his second go-round running our game, following a painfully poor first attempt. While he didn't design our characters and name them for us (no one would have played under those circumstances), he did spend an inordinate amount of time controlling just about everything else...including our actions in some instances. After several conversations amongst the entire group, he stepped down as DM to alleviate everyone's building level of frustration.
*Flash forward a year*
Here we sit one month into his second stint as DM, and everything has improved drastically. What's different this time? A year of reflective thinking on all our parts, as other campaigns developed in often unexpected patterns. This gent learned that it's possible to shape our actions without forcing our hands, and we learned that every so often it's best to just sit back and watch the DM weave his web.
My point, is that after you've exhausted all reasonable means of approaching your friend, seek a temporary alternative within your group for DM or campaigns. Perhaps a little time and perspective will allow everyone to ease their positions a bit. As others have stated, pre-made characters for mini adventures or visitors in your group, are just fine and make perfect sense. But for the long term, a good DM will have a plethora of ways in which he can shape the story arcs without micromanaging everyone's PCs. D&D is a game. Games are intended to be fun. Having someone play the game for you is NOT fun. Seek some middle ground; offer to try another campaign or DM; or move on.