oreofox
Explorer
A good player is one that will make their character fit a theme of what the DM is trying to run. A DM running War of the Lance that says "you can play whatever, but certain classes will have certain problems in the setting", and the players come out with a warlock, sorcerer, cleric, paladin, and bard is fine. The DM didn't say "you can't play those classes." But if a DM says they are running War of the Lance as close to the original telling (no clerics, sorcerers and warlocks aren't available), and the players come with those classes, those are problem players.
This argument has been beaten to death so badly it doesn't resemble a horse, or even a pile of goo. There are certain people who feel the players can do no wrong and the DM is a horrible controlling POS if he doesn't dance to the whims of the players. There are certain people who feel the DM is under no obligation to do anything the players want and they should dance to his whims. We've had this argument numerous times.
A DM who sets restrictions on what is allowed, isn't a bad DM trying to force his novel onto his players. A DM isn't only a "good DM" if they throw out what they had planned because her players agreed to play and then made characters that don't fit. The act of compromise isn't just on the DM. Players must compromise as well. A good DM is one that has guidelines set up for a campaign, and good players make their characters conform to those guidelines. That same good DM will make changes if a player makes something unexpected, but still within the guidelines. D&D isn't just for the players to have fun. The DM gets to have fun as well. And if the players want to play something that the DM doesn't find fun, then it looks like they need to find a different DM. If the DM wants to run something the players don't find fun, then they need new players. But if the DM wants to run something they find fun, and the majority of players find fun but one doesn't, that one can sit out.
This argument has been beaten to death so badly it doesn't resemble a horse, or even a pile of goo. There are certain people who feel the players can do no wrong and the DM is a horrible controlling POS if he doesn't dance to the whims of the players. There are certain people who feel the DM is under no obligation to do anything the players want and they should dance to his whims. We've had this argument numerous times.
A DM who sets restrictions on what is allowed, isn't a bad DM trying to force his novel onto his players. A DM isn't only a "good DM" if they throw out what they had planned because her players agreed to play and then made characters that don't fit. The act of compromise isn't just on the DM. Players must compromise as well. A good DM is one that has guidelines set up for a campaign, and good players make their characters conform to those guidelines. That same good DM will make changes if a player makes something unexpected, but still within the guidelines. D&D isn't just for the players to have fun. The DM gets to have fun as well. And if the players want to play something that the DM doesn't find fun, then it looks like they need to find a different DM. If the DM wants to run something the players don't find fun, then they need new players. But if the DM wants to run something they find fun, and the majority of players find fun but one doesn't, that one can sit out.