Reynard said:
I sgree. There's no issue of creativity here, jst preferences and playstyles. Thinking that you're more creative than the GM because you can instantly think of -- and request -- a character concept that runs entirely contrary to what the GM just sat down and explained the campaign was supposed to be about isn't creativity: it is being a pain in the ass.
Philotomy Jurament said:
QFT.
(IMO, there's not much "creative" about requesting a warforged ninja, in any case, regardless of campaign setting. No more so that requesting a human fighter.)
molonel said:
*snip*
But a warforged ninja? Yeah, pardon me for being nonplussed.
I think you guys have pretty much showed my point very well. All of the above are simply different ways of saying, "Sorry, your imagination isn't good enough for my game." Note, I did say at the outset to assume the player isn't being an asshat. He truly wants to play this concept and has gone out of his way to conform his concept to the setting you have laid out.
What reaction does he get? Snorts of derision and being told that, not only is he not being creative enough, but, he's not being creative at all. Just because you think it's not creative, doesn't mean that he doesn't. In his mind, he's come up with a unique concept that really interests him. But, despite attempts to mold it to the setting and meet the DM halfway, he still gets shut down.
How is this not stomping on his creativity? He's not asking the DM to rewrite the entire campaign. If he was asking to add House Cannith to 7th Sea, then I could see the DM flatly refusing. It's simply a question of work. But, in this case, there's no extra work for the DM.
This goes back to what RC was talking about with a stronger Rule 0. How much stronger could the idea of DM power get than what you see right here? Player comes up with a concept that is not mechanically broken. Player attempts to fit the concept into the setting with a good backstory. Player gets shot down in a burst of flames.
To me, Rule 0 is one of the most abused concepts in D&D. IMO, Rule 0 was put in place as a means of conflict resolution. When something came up in play that covered by the rules, Rule 0 gave the DM permission to make a final decision. Unfortunately, since Rule 0 hit the streets, DM's have used it to strongarm players, and browbeat them into submission to follow their vision. "Play in the game I want to play in or I won't DM" is the message Molonel just posted. "If you don't like my game, there's the door" is another one. How is that not incredibly arrogant of the DM? And Rule 0 is right there, patting the DM on the back for doing so.
To me, my campaign is not mine. Sure, I run the show, but, like a director, it's not MINE, it belongs to my group. Again, like a director, there are some times I have to step in and veto something, but, at no point do I simply say, "Hey, this is my game." To me, it's our game. When a player comes up with a concept and gives me a bit of effort to slot it into the setting, I'll usually go for it unless there is some mechanical reason not to.
Getting back to what RFisher said earlier about players inputting time into the campaign, well, I think I've nicely proven how effective that might be. I can input all the time I like, so long as I don't stray from the clear guidelines handed down by the DM in some games.