I prefer to approach the question with the attitude that the character's background is just as sacrosanct as any other part of the character sheet. Would I allow the villain to steal 2 points from their strength score and prepare to sacrifice it as part of an evil ritual? Well, maybe, but there would need to be a clear sequence of PLAYER decisions that brought this to pass. I would never just spring that on a player, without at the very least giving them multiple warnings that such a thing was in the works, and allowing them the chance to intervene before forcing them to use their character stats as adventure stakes.I think part of my confusion is that I don't have a clear view of what is "screwing them" and what is just part of what you sign up for when you play a game of heroic action. PCs are in a constant state of threat, and if the antagonists aren't slackers, so is everything else. At what point have we done something too awful?
I in fact played a superhero game where our characters were working for the government. And I thought it was such a cool idea until I played two of the games, where it was just used for railroading purposes and nothing else.
I've seen a lot of "railroading" by the government in super hero games. It's not that the DM is necessarily trying to railroad things, it's just a fairly common conception of how the government works. The government is paying for the team, so someone in the government orders someone else to order someone else to order the PCs to do something. It seems to be a fairly common element of the genre.
I think that the truer Dausuul's point, the more attractive the "rootless vagabond" becomes to the players.I think a large part of why players don't want their PCs working for large organizations is simply that we get so much of that in our real lives
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D&D is a chance to leave all that behind and enter a world where nobody can tell you what to do, where any problem can be solved with a cunning mind and a sharp sword.
Just throw in that the organization has a members-only magic item shop. That'll learn 'em.[MENTION=177]Umbran[/MENTION] 's idea from Atomic Robo is a curious place to start, if a little too meta for me in practice. How could those who prefer the rootless vagabond be persuaded to adopt something else, if even for a single campaign?
So I'm beginning to understand why people have kind of a visceral "eeeehhh...." reaction when the issue of organizations or suchlike is brought up. I'd wonder how a game that wanted to use that more could overcome those reactions? How can we make organizations that characters WANT to join? That are useful, used, not abused, and attractive? That are not coercive?
Not a big fan of "oops" rules. Kind of glad 5E only has a few of those (like a few rerolls).
Don't confuse my narrative explanation for it being an Oops rule. When I explained it, perhaps it looked like the narrative gets rewritten after the fact. That's not how it works in play.
In play, the players know there is some amount of damage coming in.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.