WhimsyTheFae
Explorer
When I ask why, it doesn't mean I'm "asking a DM again" or "trying to change a DM's mind", it means that I'm interested in the thought process behind the DM's decision. :shrug:
I suspect that some of my visceral reaction to this topic is a different assumption about how important order of the questions matter.
For example, I don't consider, "I asked you first," to be very telling, at least not by itself. I've got a game already past the group planning stage, and the conversation starts like this:
Player: I'd like to be play a tiefling warlock.
GM: Well, initially they were banned.
Player: Why?
GM: Because I don't like them, and no one else really cared. Why do you want to play one?
Player: Because I think they are cool.
Well, that raises an interesting question, doesn't it? Do I really need to go through all the reasons I don't like them before you give me something more than "cool"? (Especially since I find "cool" to be an anti-reason, given that I've found anything done specifically to be "cool" never is. You do something for another reason, and it will be cool or it won't. But a new player might not know me well enough to know that.)
People act as if "asking first" moves the burden of providing a reason, but I don't see that it does. At the most, it establishes perhaps a trade. Tell me more about why you think it's a good idea, and I'll tell you more about why I think it isn't. That's communication. But don't expect me to justify my preferences to you, if you aren't prepared to, you know--have a conversation about the subject matter.
And for the record, I would totally invert that burden of providing a reason in another context--say a pre-campaign discussion among the group. If I want to ban tieflings then, and someone else cares enough to even ask why, it is very much on me to say why. Otherwise, why even have a pre-campaign discussion?
If I'm the one introducing the problem, it's on me to start the exploration for a solution. When you attempt to bring an otherwise unacceptable character into a game with already established parameters, then the same burden rests on you. Here's how it should go, and the reason "Why" is the start of the derail:
Player: I'd like to be play a tiefling warlock.
GM: Well, initially they were banned.
Player: I know, but I think they are cool, and I have this idea that I'd like to work in if we can...
You not getting it. I'm not getting rid of a player because he dosen't agree with me. I am getting rid of a player because he is willing to make a stink over a game and disrupt things. It he is a long time player, then he should know better, and know there is a reason, even if I don't bring it up. (might be game related). If he is a new player than he is already arguing in the first game. I have no patience for that. I play to have a good time. If you want to waste my time over something as simple as a restriction, I don't need you playing and taking away from the fun. If you are so inflexible that you can not accept "I don't like them" for a reason, then you are going to have a hard time dealing with anything that comes from me. Either trust me to do my job of making a fun game, regardless of restrictions, or go play with someone else. Maybe I am showing my age, but life it too short for me to waste time with someone like that.
As for being a bad DM, think what you want. I have 8 players and they disagree with you. They come back every week when there are plenty of other places to play around here, and I have more wanting to join.
When I ask why, it doesn't mean I'm "asking a DM again" or "trying to change a DM's mind", it means that I'm interested in the thought process behind the DM's decision. :shrug:
As was mentioned upthread, you've basically taken the Big Daddy Chair approach to DMing. The fact that you've managed to brow beat eight other people into accepting your authority without question doesn't make you a great DM.
So, let's turn the question around. Why do you not trust that the player knows his job of making a fun game?
Why is the sole source of fun at the table the DM?
You're getting rid of a player because he doesn't agree with you.
You basically do the equivalent of " I'm the DM, so f*^k off! " and don't even bother to communicate with the player, who is an equal partner in the collaberative effort that an Rpg game is.
Being DM doesn't mean that it's your time to shine and get a group of people to feed your ego.
The Dm is not and never was God. This is an attitude that should have died long ago.
The GM does more work. The GM bears more responsibility.The Dm is not and never was God. This is an attitude that should have died long ago.
Anyway, I'm all for "you don't like that I don't allow X because I don't like whatever X , perhaps you should seek a different GM".
Now, people obviously have strong opinions. People who see "control freak/Big Daddy" will most likely do so no matter how permissive a GM who might not like a couple of things in his game actually is, as far as I can tell from this thread so far. I'm just not seeing the things that set people off on that as really being that controlling. So my opinion is, obviously, "you're seeing something that isn't there."
Of course, I do appreciate the "have a conversation" and "set your expectations up from the beginning" style answers.
The GM does more work. The GM bears more responsibility.
The GM gets more say.
It's really as simple -- and as completely fair -- as that.