molonel said:
Ultimately, my only "point" is to have fun gaming.
I've had players who tried to pimpslap my gaming style, and honestly, my first reaction is to say, "You can play the game and acknowledge that I'm the DM, or you can let the door smack you on the ass on the way out." If I invited someone else to take the driver's seat, it would only be if I was done DMing, or sick of running the game.
I see what you're saying, but I've also noticed a STRONG correlation between extremely creative backstories, and warforged ninjas, or feral minotaurs, or Red Wizards of Thay with cohorts who are also Red Wizards so that they can do the whole Red Wizard circlejerk, etc. etc. ad nauseum. I do my best to listen to player requests, and I'm probably more lenient than most, in fact, especially when the choices have flavor and bite.
But a warforged ninja? Yeah, pardon me for being nonplussed.
Okay, so if I'm the DM, I asked you to come up with a way he'd fit into a swashbuckling seafaring setting. Give me something, anything that shows you've thought creatively about his position in my 7th Sea game, and he's probably aboard. Show me you're into creating a story for this guy by explaining his presence, and, as a DM, I'll match it, helping you to create the rest of his story up until his untimely demise and/or successful retirement from adventuring.
You're well within your rights to not want warforged ninjae in your 7th Sea game, but creative, it ain't. Which is fine, again, creativity isn't the holy grail of gaming, you don't need to leave every door open for a night of enjoyable adventure.
That's really the entirety of my message: for a setting, saying "no" isn't creative. Finding a way to say "yes" is. This is for the player, too. Simply saying "warforged ninja!" or "feral minotaur!" or "red wizard wonder twins!" isn't necessarily enriching the setting, but finding a way it works in the world you know the DM is running is certainly creative. I'm not saying anyone
should accept a warforged ninja, but I am saying that it would show the creativity of the DM, the player, and the setting.
S'mon said:
I love how all the burden here falls on the GM. The player has the right to 'creatively' come up with whatever they feel like, and the GM has the duty to make it work, somehow.
That's only true if both the player and the DM are on the same page as far as rewarding creative thinking goes. The DM has no obligation to the player, but he's not being creative by saying "no." It could still be a very good idea to say "no," creativity doesn't necessarily equal a good game. DMs are allowed, encouraged, to limit creativity to what they feel comfortable with.
I'm not saying the DM has to do anything, I'm just describing the traits of either decision. Accepting bizarre characters can be very creative, but if there's a lot of specificity about the feel or style of game, it might make the game worse for it, so creativity isn't always a good thing. Forbidding certain trains of thought is limiting to creativity, but only on those specific tracks, which can help players consider new tracks.
The conflict occurs when the player wants to be super really crazy creative, pulling unlikely characters and enjoying the challenge of making them work, but the DM (and the rest of the group) likes a very specific style with very specific trappings that would be ruined for them by including anything slightly alien, no matter how well-disguised in the setting. When the DM and player aren't on the same page, aren't looking for the same thing, and perhaps even enjoy different styles.
The specific, limited DM has every right (and responsibility) to say "Your creativity would hurt my game. You're not allowed to express it like this." The player can either take it and be creative in a different way, or reject it and find some group more accepting of his creativity, or offer to run the game himself.
Not every DM wants infinite potential for every game.