thedungeondelver said:Is it the general opinion that if someone shows up with xyz character booklet or book that the DM doesn't have or whatever that the DM "has to" let someone play it? Is that how some folks feel? That is, regardless of what the DM has going in his campaign, a warforged ninja "has to" go because it's "cool" and not allowing it is restricting or punishing the player?
That's a side-issue in this discussion to me. If I've accepted a concept for a PC, I can come up with mechanics (or tweak or turn down the mechanics suggested by the player) to support that that I'll be willing to accept. The real issue is whether I should allow the concept in the first place.
The issue with playing a demihuman cleric in my classic D&D campaign isn't mechanical, it's that the demihumans in my world don't worship deities. A concept for an elfin PC that is predicated on the long life spans of elves will be a problem because my elves don't have longer lifespans than humans. A female dwarf concept will be a problem because my dwarves are asexual.
Of course, ideally I communicate every detail that could have such an impact to the players before they start creating character concepts. The problem is that there's probably an infinite number of such details. Also, things seldom go so orderly that I have such info complete & ready & the players can take sufficient time to read & digest all of it before they start developing concepts.
&, if I try, it doesn't take me long to come up with solutions to almost any concept/campaign mismatch.
Lanefan said:However, once it *does* enter play the DM in all fairness has to allow it again if someone else wants to run out the same concept in the same campaign...either that, or come up with an ironclad in-game rationale for why this character was so unique (and then be wide open to charges of favouritism).
If I had to specifically OK a PC concept, it should be obvious that I might not (probably will not) allow a duplicate of that concept. A one-off approval is a one-off. If you think I'm being unfair, you're welcome to take the DM chair yourself or leave the group. Or come up with your own idea. I'm not going to allow such considerations keep me from OKing an interesting one-off.
The Shaman said:I think some people tend to confuse or conflate creativity with unfettered fancy. In my experience they are not the same thing at all.
True. Indeed, I tend to think being able to work within a structure requires more creativity.
But it isn't always black & white. When is it OK to break the structure a little to add richness to the work? When is it not? Or rather, if I break the structure for this bit, does it improve or detract from the whole?
As for "unfettered fancy"... The thing is that although I always avoid this--& while that may be for the best because it may be good only in limited doses--the kitchen sink games I've played have possibly been the best ones.
Although--& touches on similar ground as the Delver's question--I think it can depend upon the rules. Gurps 3/e + Fantasy Folk were pretty good rules for a kitchen sink game. (There were some problems, but they were fixable.) Toon seems to do OK at it as well. (Probably because the areas in which it most encourages you to unfetter your fancy aren't treated mechanically.) I can see how it could be a disaster under other rules.
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.
Well, there's principle & there's practice. My principle is that the DM has the final say. That the DM wants player input is a given. After all, what's the point of involving other people if you don't want to involve other people? The absolute wording of the principle is not to suggest absolute practice, but to leave it up to the DM to figure out the balance.