To add a little bit of extra contribution to the thread overall, since I really do want to focus on productive stuff here rather than all the useless bickering, I have a question for all of the DMs out there who are skeptical of players who come to the table with character ideas before they know about the campaign.
Why do you, as DM, bring so many hard-line no-debate ideas to the table first? Do you truly never seek out ideas or suggestions from your players on the kind of world they would like to see? It just baffles me that so many think it's patently ridiculous for a player to bring world-building contributions to the table, yet also that it's patently ridiculous for a DM to NOT bring an EXTREMELY DETAILED world that apparently breaks at the slightest addition of something just beyond the horizon, variably known about but not often discussed because it's From Over There.
When I built my world, I actively sought out player contributions, because I know I'm not talented enough to fill an entire world with ideas. I regularly seek out advice from other DMs too, but my players are my primary source because they're the ones that will be impacted by it. As one example, when building this world originally, I had a player who wanted to play the Grim World "Slayer" class--which kinda straddles the line of Evil stuff and thus could be a ProblemTM--so I asked him how the character gets his killing fix. He proposed that he was more of a monster-hunter than a murderer, which made a lot of sense. We collaboratively built an idea of "hunters in the waste": wandering hunters, neither Nomads proper nor City-Folk, who stalk the sere landscape hunting the dangerous beasts that dwell in the wilds, both a boon and a headache for the many merchants who own a private estate in the middle of nowhere. Without that player's input, a significant (albeit not necessarily vital) portion of my campaign world simply wouldn't exist.
Does this really happen so rarely? Do DMs really get so attached to a single setting of their creation that they never try anything new or solicit player involvement for new ideas, elements, etc.?
While I'm sure there are lots of groups who collaborate on setting creation, it seems to me that the norm is more of an informal, "What would we all like to play?" where campaign ideas and character ideas are spitballed until the group arrives at a working consensus.
That's not how I've ever done things. It
could have been, when I was a kid playing AD&D in my friend's basement, back when we all had all the time in the world to invent settings. But back then, we didn't bother collaborating on settings because we didn't value settings as an end unto themselves. It was just sort of assumed that whoever was taking their turn to DM would incidentally invent a setting designed to facilitate a particular
plot. Heavily influenced by computer and console RPGs, we valued plot back then: the setting was just a tool that served the game, and the game served the DM's plot.
We were kids. We didn't "get" AD&D, and we didn't know what the hell we were doing with it.
Nowadays, looking back and understanding how badly we mangled those old games, it feels like such a lost opportunity. ("But weren't you having fun? Isn't that what
really matters?") Yes and no. Yes, we were having fun, but no, we weren't
really playing D&D, and I know that we would have had a great deal
more fun if only we'd been armed with a little additional knowledge and understanding.
As an adult, my understanding of D&D is quite different. (As a kid, I couldn't imagine why anyone would want a 1st edition
Dungeon Masters Guide over a 2nd edition one. I get it now.) The setting comes first. The fantasy milieu
is an end unto itself, and if the milieu is gameable,
then you select or adapt or invent mechanics to play in it. (Maybe the system winds up being some flavor of D&D; maybe it doesn't.) The point is that the game is a tool that serves the setting; not a plot, not a cast of characters, not even a group of players. The setting is foundational; the rest is incidental.
When I was a kid, whoever among us was DMing would invent a setting without input to keep
plot details secret from the other players (the point of playing was to reveal the plot). As an adult, I invent my own settings without input to keep
setting details secret from the other players (the point of playing is to reveal the game-world by exploring it). My values have shifted off of narrative arcs and character arcs and onto worldbuilding and (in-game) player agency.
Could I incorporate players' ideas into a setting? Even surface-level ideas, things that aren't there to be sussed out through exploration, things that everyone in the setting knows (e.g. "Elves exist and they live Over There")? In theory, sure. As a matter of practicality, how would that even work? I don't even decide on mechanics until I've already got an idea for a setting mostly fleshed out. Then it's onto hex maps and graph paper (whether that means high fantasy continents and dungeon levels, or star systems and ship schematics, or whatever). Then, once I have something reasonably workable and complete, that's maybe when players first hear about it.
To me, to do things any other way seems pointless and self-defeating. The primary source of fun derived from play is discovery; but for every setting element that the players have had a hand in defining, that's one less thing for them to discover. Player collaboration would literally be subtracting fun from the game, bit by bit. I don't want my players to have a hand in defining my setting elements for the
exact same reason that I keep a dungeon map hidden behind a DM screen while playing.
=====
Since nobody wants to address a question that I've been asking and asking ("How is a D&D campaign without elves meaningfully different from a V:tM campaign without elves?"), let me reframe it.
Lots of RPGs take place in the present day, in some version of the real world, and presume ordinary human characters. A modern-day Call of Cthulhu campaign, for example. DMs who are big on collaboration and accommodation, would you allow a player to play an obvious self-insert in such a campaign?
Now let's shift the scenario over to a high fantasy setting. (Maybe it's D&D, maybe it isn't, but the point is that the game's setting is pure high fantasy—an invented fantasy world with no connection to Earth, unlike portal fantasy or low fantasy.) Would you allow a player to play an obvious self-insert in
this sort of campaign? A displaced Earthling human (the presence of which literally
shifts the genre of the game and its world from high fantasy to portal fantasy)?
I'm incredibly curious about this.