Weiley31
Legend
Player: I feel the DM was RAILROADING me and therefore is impeding upon the session or my ability to play."You’re the DM, and you are in charge of the game."
Player: I feel the DM was RAILROADING me and therefore is impeding upon the session or my ability to play."You’re the DM, and you are in charge of the game."
He can have it both ways if the players have signed on to the premise of his game. He's told them that they'll retain freedom of action and emotion, so long as they do not succumb to evil. As long as all the players agree, I see no issue.You say this ...
... and in the very next sentence contradict yourself with this ...
You can't have it both ways.
Yeah. I've made it perfectly clear that I don't consider unlimited player decision-making in character personality and actions a virtue, but I'm up-front about it; if I don't want evil characters or whatever other traits I think will produce a bad game, I'm absolutely limiting what they can have their character do at least (in practical terms, I can't tell them what their character can think because of they never act on it, its functionally invisible).You say this ...
... and in the very next sentence contradict yourself with this ...
You can't have it both ways.
He can have it both ways if the players have signed on to the premise of his game. He's told them that they'll retain freedom of action and emotion, so long as they do not succumb to evil. As long as all the players agree, I see no issue.
On the first part ... You can't do that yet. At least for me, I don't like to be beholden that you're only locked into what some other game designer (who isn't at your group's table) wrote on the page. If a player comes up with something out of the box that strikes me as interesting, why not run with it? In fact, that monk tornado trick (and a few similar actions) is something I'm going to add to my homebrew rules*."The DM may run a different genre" =/= "The GM will run a different genre." If the DM hasn't told you they're running a different genre than the PHB (and other core books) take as the baseline, the DM isn't running a different genre. If there's no ability for your character (class feature, spell, whatever) that allows you to run at ~24 MPH around someone and generate a tornado, you can't do that.
If someone has been playing older editions and is relying on the kindness of strangers to catch up on 5E, this might merit some slack. If someone is coming from nothing but Supers games that allow such stunts as a matter of course, that might also merit some slack.
Look at it this way. If I commit a crime, I'm free to take that action, but, if I'm arrested for said crime, I might lose out on quite a bit of the campaign after being replaced with a fresh, level 1 character who hasn't been sentenced to life in prison for various war crimes.I think the issue is that "freedom of action" and "as long as" are contradictory to some views.
Which you’d think might be a strong indication that “the top-down approach” might not involve much Holy Scepter lifting.That's the gig; the reduction ad absurdems used to justify the top-down approach have already pretty much used a dysfunctional group to rationalize it out the gate. Otherwise, you've got one guy who has a out-of-touch idea, and the rest of the group goes "Dude, no." I don't need to lift my Holy Scepter to make it happen.
That you're up-front about it is good.Yeah. I've made it perfectly clear that I don't consider unlimited player decision-making in character personality and actions a virtue, but I'm up-front about it; if I don't want evil characters or whatever other traits I think will produce a bad game, I'm absolutely limiting what they can have their character do at least (in practical terms, I can't tell them what their character can think because of they never act on it, its functionally invisible).
“What your character is doing constitutes evil behavior, and evil characters aren’t allowed in this campaign. If you go through with it, your character will become an NPC” is not telling the player what their character thinks. It’s giving the player an ultimatum: you character can think this way, but if they do they will no longer be appropriate for this campaign.” @Oofta ‘s two statements do not contradict each other.You say this ...
... and in the very next sentence contradict yourself with this ...
You can't have it both ways.