I don't think we're as far apart as maybe you do. There may be things that cannot be adjusted to fit a campaign, and there may be things a DM can't make himself want to run. I think a DM saying "no" to something is more in good faith than saying "yes" and resenting every moment of it.
I think someone banning things as a way to throw their weight around is more likely to ban things specifically because someone else likes them than because of their own preferences. I mean, that's kinda going Full Jackhole, innit?
I agree with all of that.
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Sure. I've seen it. I've seen far more instances where they never liked it, though. I'm willing to bet that's true overall.
The DM doesn't have the options to just switch games if they like more than one. A comparison to the player simply choosing another PC concept that they like, would be if the DM just ditched D&D and went with a different system they liked. That doesn't work.
The DM has a true dichotomy. Endure what they dislike, making the game not fun for them, or leave the game. Neither of which is an acceptable option.
So wait, a player can come to love a concept they didn't initially think they would like.
But a DM can never do that. A DM can never change. It will either be torture, or something they enjoy. It can never grow into something they enjoy.
Why? What makes being a DM so special that they can never change, their entirety is frozen in amber, unless they go to a different game system, which I assume is also frozen forever in the same state. Or, if a DM can change... why is what is good for the goose not good for the gander?
Meh. 9 times out of 10(or close to it), they'll know. They know what they like and the long shot chance that they will suddenly like and enjoy that which they dislike isn't worth the gamble. Better to just choose a different PC concept that they will like.
90% chance that a DM has perfect knowledge of their own preferences? Again, how? What makes them different than the player?
If you want to force the DM to run a game that he isn't going to like...
If there is no other way, they should be the one to leave the game. The needs of the many outweigh the one.
Absolutely. The game is about everyone(including the DM) having fun.
There is no "initially." They don't like it. This longshot idea you've concocted isn't something that should ever be relied upon. The vast majority of the time what will happen is that the game will start and run for a while, the DM will not like it after all, and have to end the campaign early. That's a far, FAR worse choice than just having the player pick something else fun to play.
So, you've created yet another double standard.
If a player comes to your game, and is hesitant, they should try it out. They might enjoy it.
If a DM is hesitant, they should never attempt it, it is a longshot that should never be relied on them changing their mind.
I wish I was a DM like this mythical "general DM" you keep speaking of, perfectly able to know exactly what will be fun for myself and everyone, with almost no chance of being wrong. In my experience, things don't seem to ever be so cut and dry.
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What did I say before about being deliberately obtuse? You know full well that world-building is one thing and the player characters affecting the game-world through in-game action is quite another. Conflating the two is at best a failure of logic and rhetoric, and at worst intellectually dishonest.
I award you no points, and may God have mercy on your soul.
So, they only refuse to let people change their world before the game starts, then it is hog wild and we can do whatever?
I believe I mentioned that possibility, of course, I'm getting used to be ignored. I also wonder how permanent those changes tend to be. Does the next game tend to find that things have reached equilibrium again? Maybe the DM wants new PCs to fight old PCs, keeping that balance of power about where it was at?
Suppose it doesn't matter, your general statements about the DM are only general until I treat them as such, then they become specific, until we treat them as such, and then they are general again.
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No one is claiming perfect awareness for DM's.
But if a DM has laid out the terms of his campaign, he has acted in good faith.
There is no moral obligation of any kind for them to make exceptions for an individual, when other potential players had no problems conforming to the core assumptions of his campaign world.
So that potential player needs to decide what he wants to do. Abide by the campaign guidelines, or vote with his feet.
People acting in good faith have no problems with those options.
Did you happen to read Maxperson's response to me? Near perfect awareness, 90% accuracy, is exactly what he is claiming.
And again, I have to wonder, maybe the DM isn't under a "moral obligation" but is it even an option? When Scott Christianson laid out his various scenarios of where we might see things go, the DM changing the parameters of their campaign wasn't even an option. Not even a potential option.
But, if DMs aren't perfectly aware, isn't it possible that the Player comes up with something outside the DMs Guidelines that they
actually like? That maybe the player and DM have more fun from the DM being more flexible.
And I know,
I know, it isn't a guarantee, it isn't a "gaming this way is better" at this point I'm just sick and tired of people acting like it isn't even possible. The only thing people seem to want to talk about is the saintly DM who made their world in perfect harmony, until the mean nasty insensitive entitled player came and tried to ruin it all with by not listening to their DM like a good player should. Ruining the game not only for their poor, soon to be enslaved DM, but all those good players who listened and were happy until the bad on came along.
I'm just getting exhausted from this conversation.