Hussar said: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.
Feral minotaurs, warforged ninjas and Red Wizard of Thay circlejerks are ALWAYS more work for the DM. I'm sorry, but at this point, I have to fall back on experience.
I'm a powergamer, man. I just don't sit around dreaming up novels to push my PCs through. I confess that walking through rulesbooks finding little combinations of game elements that break the game puts me at half mast below the equator, or better.
And I've even MADE the big, tearful puppy dog eyes you're making right now about the warforged ninja.
As a DM, I simply have to draw the line somewhere. And the whole warforged ninja in a 7th Sea campaign is one of those situations that smacks of other players getting their human rogues or human fighters overshadowed. If I'm wrong, then I'm wrong, but I've seen it happen too many times, and quite frankly, I trust my gut on this one.
One of my strengths, as a DM, and my players have commented on this without nudging from me, is my ability to make sure ALL of the players are participants in the story. Party balance is an important factor in this, in my opinion.
Hussar said: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.
Is this where I cue Bon Jovi's "Shot Down in a Blaze of Glory?"
It's that whole "not mechnically broken" thing that I disagree with. Whether or not the warforged is mechanically broken is a matter of some disagreement among gamers.
Hussar said: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.
Shrug. Okay, so I'm arrogant. When a player wants to play something inappropriate for the setting I'm running, that is a conflict that needs to be resolved. I already know I run a good game, and if that's a deal breaker for the PC, I've also said that I'm willing to let that infinitely creative PC take the driver's seat and DM the game.
The truth is, I'm actually an EXTREMELY lenient DM/GM. But even I have my limits. And, truthfully, so do you.
Hussar said: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.
That's a nice sentiment, but I both agree and disagree. I have a STRONG player emphasis in my games. I've played with the DMs who wouldn't allow players to interrupt the novel they were writing in their mind. I @#$#@ing hate that kind of DMing. The reason I usually deny things like the warforged ninja is because there are certain sorts of character concepts that tend to overshadow the group.
The warforged are also a character race from a very specific D&D setting. I've been told they play a part in the backstory of that world. Great. If I'm playing Eberron, I think I'd have to allow it because the race plays a part in that world. But no, they really don't fit in my fantasy homebrewed world. I've had half-dragon shadowdancer monks who studied mystical secrets at the feet of gold dragon mentors and half-celestial barbarian/fighter spiked-chain wielding monsters with feats from Sean K. Reynolds's Anger of Angels. But warforged just doesn't fit in my game.
If that makes me uncreative and arrogant, oh well. My players don't seem to mind.