They don't have to have a character who agrees that this is how things should be, but they shouldn't challenge and tell the DM no you are wrong
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It is the same in a game setting the DM sets up how things work and the players make character who choose how to react to that setting. If your character does not agree on how something should be then he needs to decide how he is going to play it.
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In game there are consequences to a PCs actions both good and bad that is part of playing the game. The game may revolve around the PCs but they should get special status just because they are PCs.
If the GM builds certain sorts of moral evaluations into the gameworld - such as that extrajudicial killing is in some circumstances morally permissible - and then has players who arc up against that, I think the GM has run into a problem that was entirely forseeable. If the GM isn't prepared to feel this stuff out gently and see how it plays, and instead wants simply to run roughshod over the moral sensibilities of other participants in the game, then I don't have much sympathy if conflicts at the table are the consequence.
If a player agrees from the start to play in a DM setting as it is described then they should make an effort to play in that setting. There is a big difference between having a character who sees the world as wrong and sets out to change it and one who refuses to even acknowledge this is how things work in the game.
Lets take the issue of slavery there is no reason why a player can't be one of the people who want to stop the practice but it is how you go about doing it in the setting. If you just go around killing slave owners and freeing salves without any kind of reasonable plan then you should expect bad things to happen to your PC.
In this sort of game, if I started a series of violent attacks upon the slave owners, and the GM started hosing my PC as a consequence, I would be irritiated to say the least. (There are framing issues here, like compromise among players in the interests of party play and the like. I'm assuming that that sort of stuff is under control). I expect a GM to accomodate my conception of my PC and his/her exploits, and as a GM I do the same for my players. Doubly so when it comes to the moral and evaluative dimension.
To take a real world example you may feel that paying taxes is wrong that the federal government has no constitutional right to take those taxes. Now you can do several things you can try and change the law. You can refuse to pay your taxes. You can cheat and try and keep as much of your taxes from the government as possible. The last two can carry some heavy duty consequences. Maybe going to jail is something you are willing to do for your beliefs. But to expect the federal government not to punish you just because you don't like a law is just silly.
I don't really feel the force of this analogy. The GM is nothing like the national government of the US or any other state. Even if I don't like the norms that the government institutionalises by way of law, I will be obliged to comply by the apparatus of enforcement and administration that the government has established. At least in a country like the US, for most people their lives are intimately enmeshed in that apparatus.
Whereas the GM is just another person sitting at the table. If I object to the norms she is trying to operationalise in the game, I can say so. And not unreasonably - I'm here to play a game. Why should I have to subordinate my moral sense to hers in order to do that?
The OP suggests that the world was described, and as far as I know agreed upon by the players involved. You're suggesting the GM just stated how the world worked without player interjection.
No. I'm suggesting that, in the course of play, it has turned out that some (one?) player(s) don't like the moral situation the GM has set up in her world.
I cannot tell you how much I disagree with this. As a DM I make a world and I decide how things work in the that world. I can and do accept suggestions from the players but in the end as DM I have finally authority on how the laws, customs and NPCs work.
Players who agree to play in the DMs game should at least be willing to accept that this how things work.
We all agreed to play in this campaign and the DM has not once done anything different than what she said she was going to do from the start of the campaign.
At the start of the game the DM gave handouts on how things worked.
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Everyone agreed to this at the table. Now when it came up at the table it was obvious some didn't agree.
This isn't an issue of GM authority in the abstract. Nor is it, as far as I can see, about the fact that the players promised to play in the game that the GM pitched to them. As you yourself say, in the course of play it has turned out that some players don't like at least some part of that game. And not, as far as I can tell, for some frivolous reason, but for some sort of at least moderately deep evaluative reason.
Any sort of promise to enjoy the GM's game strikes me as largely non-binding, given that we're talking about a leisure activity. And doubly so when it turns out that the player can't keep the promise because of a sincere moral viewpoint.
There is a big difference between characters disagreeing and players disagreeing with the DM. It is one thing for Airn to say to Tristran I think what you did was cold blooded murder. I don't know if I can respect you your god or your king. It is another for Sean to say to Linda ,Mark broke his alignment and he needs to be penalized. And then when Linda pulls out the hand out and shows Sean the part about evil clerics and Knights of the Rose and he still says well I don't agree.
Sure there's a difference. But any game which includes alignment mechanics is asking for this problem to arise (it's why I think alignment mechanics are, in general, unnecessary and a recipe for conflict among participants in the game). I mean, Linda is saying that she and Mark know better than Sean what is good or bad. And Sean, not unreasonably, doesn't agree. Telling Sean that he promised to obey Linda on this point two or ten or twenty weeks ago is neither here nor there - he promised to let her GM the game, but not to be an authoritative determiner of right and wrong (it's not even clear that such a promise would make sense).
the DM has never once dictated how we should play our characters.
Unless I'm misundertanding, though, the GM is setting parameters on how you may play your PC if you want to be counted as good. Which seems to be the issue.
What gets me pissy is players who are told these are the social mores of the area and they choose not to follow them but then get angry with the DM when the DM has the NPCs react to it. It is like they expect special treatment based solely on their PC status.
It seems to me that they want the play of the game to reflect, at least in part or to some extent, their own moral conception of their PCs' actions and circumstances. It strikes me as a concern not about the status of their PCs, but about
their status as participants in the game.
Apparently the campaign was going before the nature of the problem reared it's head.
Yes. But that the problem might arise strikes me as highly predictable. And a GM who assumes that the problem can be resolved by pointing out to the players that they agreed to play in the game strikes me as not really understanding the core of the problem - which is that you can invite someone to entertain the idea that what they think is wrong is really right, but in the end it is hard to make them stomach it.
I think there is a fairly obvious path to a possible solution - stop making the controversial stuff the focus of play, and to the extent that the players bring it up themselves, let them sort it out while remaining neutral as GM and doing your best to steer play towards other matters. Whereas rubbing one or more players' noses in the fact that they don't like the moral set up strikes me as just a recipe for more conflict.