D&D 5E As a Player, why do you play in games you haven't bought into?

"Off the rails" would be completely acceptable to me. I'd be all about some "ya-har" and "arrgh!" pirate swashbuckling hijinks, Captain Blood riding down the sail on his dagger, kind of high adventure.
Pirate adventures I have played always turn into this "let's look at what daily life for pirates was really like" and "the captain is going to keelhaul you and put you in the stocks" and "let's make sure you have all the provisions for 9+ months at see before you start the voyage in three sessions" and "can you make Fortitude saves to not get seasick" and "can you swab the deck for 3+ hours, make a Strength check."
All we want is Pirates of the Caribbean, not Rime of the Ancient Mariner.
Oh, I assumed they went right to the murder and slave-taking.

Actually crew of a pirate (or privateer) vessel might work great for a group patron in a Tier 1 game. Though, probably for a neutral or evil party - it is probably rather tricky to square piracy with good alignments, unless assume the Dread Pirate Roberts never did anything to earn the name - all swash, no buckle.
 

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That's a bridge too far for me. In fact, it makes me think of movie producer Jon Peters who was obsessed with putting a giant spider in a movie whether it belonged or not. It's why the terrible Wild, Wild West had a giant spider in the third act.

I was running a Trail of Cthulhu game set in New York during the 1930s. My instructions were to make "regular" people who were connected to the NYPD in some fashion (police officers, detectives, news reporters, doctors, lawyers, etc., etc.) And my players obliged making two police detectives, a medical examiner, and a reporter whose covered the crime beat. But I had one player who came back with a time traveling fighter pilot who was a veteran of the Spanish Civil War (which didn't start until a few years after the campaign's start date).

When my player came to me with that character I thought he was joking, then I thought he was deliberately antagonizing me, but it turns out he genuinely thought this was a reasonable character concept. I nixed it with extreme prejudice and didn't feel the least bit bad about doing that. There was nothing I was willing to do to fit his character into the game he had agreed to play.
I'm sorry, I know you didn't mean this to be a joke, but, this hits the nail on the head so squarely that it cracked me up. Particularly the "he genuinely thought this was a reasonable character concept" part. THIS is precisely what I'm talking about. Thank you for illustrating it in such a perfect and hilarious way.
 


Oh, I assumed they went right to the murder and slave-taking.

Actually crew of a pirate (or privateer) vessel might work great for a group patron in a Tier 1 game. Though, probably for a neutral or evil party - it is probably rather tricky to square piracy with good alignments, unless assume the Dread Pirate Roberts never did anything to earn the name - all swash, no buckle.
Privateers raiding the vessels of enemy governments, freeing prisoners in the slave trade, etc. I think there is a lot of good-aligned adventure to be had.
 

I was once asked to play in a "low magic" campaign ... well, not exactly low magic, more a "world that fears and oppresses magic users". What did I roll up? A Wizard. But I did play within the confines of how do I study wizardry in a world that would oppose that? Obviously, I made my PC a criminal. They learned magic from underground, ie, criminal organizations. My spellbook is encoded to look like a bad journal, spells are written up to resemble recipes and bad poems.

This seems perfectly fine.

My very first DnD campaign ever, back in 3.5, we had a session 0, where the DM wanted to do an Arrakis style desert world, and was very human-centric, non-humans are an oppressed minority, and we were starting in a military camp as fresh recruits. Then, during session zero, one player joked we should all role up Elven women, and that's what we did, a squad of elven women.

This could easily have been disruptive, however, depending on exactly what your DM was intending to run. It wasn't in your case, but your DM might've objected to the idea. And, anyways, there's a difference between, "Non-humans are heavily oppressed. You will not be well-treated by society if you're non-human," and, "Your characters must have a patron deity for this campaign. It's an essential hook for what I'm planning." The former is being informed about the consequences of your choices. The latter is a restriction telling you, no, you can't play a PC without a patron deity. It doesn't even matter if they fit into the setting; they still don't fit into the campaign.

Every character is defined by the limits placed on it. You're making a D&D 5e character instead of a Champions, COC, Savage Worlds, SWN, or V:TM character. You're playing in FR instead of Rifts or Gamma World or Middle Earth or The Federation in the 23rd Century. You're playing a campaign with themes involving divinity and their impact on FR, instead of just adventuring in the wilderness of the Sword Coast or dealing with politics in Thay. You need to make characters that fit within the rules, fit within the setting, and fit within the campaign. You can alter any of these things to suit what you want, but since it's a collaborative game, you've got to work with everyone else at the table when you do that.

At some point you have to accept that just because a character is a good character doesn't mean that that character is appropriate in every campaign. You can save your good character for the next campaign. Stories are more than just collections of characters and settings and action. They have themes, tone, genre, pacing, mood, and so on. Gandalf is a great character, but he doesn't belong on the bridge of the USS Enterprise in an engineering uniform.

See, here's the thing that I've noticed, DMs put things into the world that players are supposed to interact with. A treasure chest is there for the players to try open it. So any facet of the setting is almost made to be messed with.

DMs do do that, but that's not the only reason DMs run campaigns.

This is why I really like the idea of session 0 being a campaign pitch as much as a general discussion of the game. The DM should be outlining what arc they imagine the campaign taking, if they're going to thematic exploration or specific types of gameplay. You should be able to present your players with a back-of-the-book summary of your campaign at session 0. If you can get players excited about the story you are wanting to tell -- more than just "I think I'll run SKT in FR" -- then you can encourage them to get excited to play a character in the world you're running rather than allowing them to get excited to play an arbitrary character in a game you're both playing in.
 

/snip

The idea that a character who isn't faithful can't fit a game about the faithful is just...completely alien, to me. If I were writing such a story, I doubt I'd do so without such a character amongst the protagonists.


At which point, why are you not offering to DM instead of me then? Or, at that point, when the DM has stated that being religious is important in the campaign, why did you agree to play?
That seems like an unfairly rude response to a completely coherent character to play in a "religion is important in this game" campaign. You realize that "religion is important" and "all PCs need to be religious" are not anywhere close to the same statement, right?

And thus the need for the cluebat. To me, those two statements are close enough that I shouldn't have to deal with a character concept of a NON RELIGIOUS character. But, sure, communication is key. And, when, after I stated religion is important, you came back to me with your atheist character and I said, no, this doesn't fit in the campaign, what do you do?
 

Fair enough. But, if we're running a Dynasty (the TV show) style campaign (ok, I'm not a fan of the show, have never watched it, but, I think you get what I mean) and one of the players comes up with his Hobo with a Shotgun character, or, after everyone has agreed to play in the campaign one of the players declares that his character is now completely bankrupt due to unpaid taxes, that's going to be a problem.

Note, I'm specifically talking about a scenario where the group has already agreed to play X and then one of the players decides to sabotage the game. Why play in a game that you don't want to play in?
I mean, this is like asking why people don't follow the rules. Players who purposefully sabotage are looking for attention, control, a sense of competency, or revenge, just like anyone else misbehaving.
 

Pirates, in my experience, can have two main issues:

  • Everybody gets excited about going "Aaargh" and talking like pirates and forgets to make a character they actually want to play for more than 5 minutes.
  • GMs seem to think that going about pirating is actually a game rather than a romantic backdrop and fail to realise that something more actually needs to be happening in the game - and when they do realise it, they often don't really have enough understanding of the genre to actually make good use of the pirate background (i.e. you find a treasure map and go to an island where you do a dungeon crawl).
 
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Pirates, in my experience, can have two main issues:

  • Everybody gets excited about going "Aaargh" and talking about pirates and forgets to make a character they actually want to play for more than 5 minutes.
  • GMs seem to think that going about pirating is actually a game rather than a romantic backdrop and fail to realise that something more actually needs to be happening in the game - and when they do realise it, they often don't really have enough understanding of the genre to actually make good use of the pirate background (i.e. you find a treasure map and go to an island where you do a dungeon crawl).

I pitched my last pirate campaign as follows: Your captain betrayed you leading to your capture and spending the better part of the last decade on a Spanish hulk. You're free now. Time to find your old captain and get revenge.
 

Sigh, in my last pirate game, I handed the players three treasure maps, a ship and a short (20 ish page) set of rules for naval combat and running ships in D&D. They sold the ship, ignored the treasure maps, never read the rules and then declared they didn't know what the campaign was about.

:erm:

I guess I wasn't explicit enough. :(
 

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