D&D 5E (2014) Enforcing theme/structure by saying NO to players

Do you ever have players complain about restrictions/changes based on theme?
Not really, but my group has been together a while and people are pretty relaxed about this stuff. There's the guy who always wants to play a bad-ass warrior, the guy who always wants to play a deadly stealth killer, and the guy who always wants to devise elaborate schemes. As long as my setting accommodates their respective desires (which ain't very hard), they seem to be okay working within my restrictions.

It helps that I try not to impose a restriction unless I think it's important, and I look for buy-in whenever possible. For the current campaign, the main restriction is "humans only," and I gave them a choice of this world or a different (multi-race) one. They picked this one. I think there's a lot of value in that--people are much more okay with restrictions if they were offered a choice, even if it's a choice between two different sets of restrictions.
 
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There are no halflings in my world. They were all killed by a necromancer and a 10th level spell/ritual called "Genocide".

It has made for a great story in my world, and there was even a campaign arc where another necromancer was planning on doing it to humans, but the players foiled the plot. (The necromancer wasn't even close to re-discovering the ritual by the way, but they didn't know that.)

Out Of Character (OOC), I think I initially decided I didn't want them in the game because I had been reading way to many Lord of the Rings clones and loosely veiled hobbits. So I said, nah, I want my world more unique.

I do however let people use the halfing stats as either a race of humans or gnomes.
 

So if I can not be a Drow, then can I at least be a Human using the Drow mechanics?
I don't allow this sort of reskinning. I have had nothing but bad experiences with it in the past; players are very bad at maintaining the separation of mechanics and concept. And that's not very surprising, since the mechanics were designed to support that particular concept.

What I'd say instead is, "Pick the features of the drow that really appeal to you, and let's talk about how you can have those features." This may result in a customized human variant, or a homebrew feat, or whatever.
 


Certainly!

It was a campaign based on Assassins Creed 2, the Lies of Locke Lamora, and with a bit of Dumas thrown in there. Everyone was supposed to play nobility. I pictured a campaign filled with intrigue, feuding nobility, and rampant foppery.

What I ended up getting was more of what I usually get – murderhobos. The campaign was an attempt to encourage them to step outside that mode of operation, and it just didn't work.

Probably the most divisive ended up being using the cost of living rules in the PHB. I told people that as nobles, they had to maintain a standard of at least Wealthy. They hated that with a passion. A number of the players embraced the whole nobility thing, but others just started ignoring it. I put together fairly detailed rules of etiquette for society, and they ignored them.

And with a lot of the social challenges, they just resorted to physical violence instead. I was using the Renown system, and a number of them ignored that, too.

Would you mind going into more detail on this? What restrictions did you originally put in place, that everyone agreed to, but later changed their minds about?
 

I am all for these kinds of restrictions. I know many will not agree.

One trick. Don't announce them in advance. I have noticed that if you don't want, say, drow monks, nobody will make one anyways and you can just side-step the issue. But if you say no drow monks, then someone will inevitably say "but why not!"
I'm the opposite: nothing worse then playing "mother may I" though chargen. Tell me my options or accept what I create with no complaints.
 

I'm the opposite: nothing worse then playing "mother may I" though chargen. Tell me my options or accept what I create with no complaints.

Its sneakier then that. The DM doesn't really say anything unless it comes up, again with the theory it won't.

Clearly, if something is particularly custom (no wizards!) this may not work, then you are stuck with the normal explain in advance approach.
 

...Everyone was supposed to play nobility. I pictured a campaign filled with intrigue, feuding nobility, and rampant foppery.

What I ended up getting was more of what I usually get – murderhobos. The campaign was an attempt to encourage them to step outside that mode of operation, and it just didn't work.

Probably the most divisive ended up being using the cost of living rules in the PHB. I told people that as nobles, they had to maintain a standard of at least Wealthy. They hated that with a passion. A number of the players embraced the whole nobility thing, but others just started ignoring it. I put together fairly detailed rules of etiquette for society, and they ignored them.

And with a lot of the social challenges, they just resorted to physical violence instead. I was using the Renown system, and a number of them ignored that, too.

Its all too easy for me to imagine this. Not having halflings or something is really not a big deal, but changing play-style, that is much more fundamental.

Only thing I can think of is the incentives in the campaign. Instead of saying "no, you can't do that" you have characters treated exactly as they probably would be. Some end up powerful nobles, some end up with their heads on a pike.
 

Sounds like a pretty hardcore game. Can you please elaborate as I'm curious. I've always wanted to run a good quality slave game myself, where players might eventually make it to freedom, but how do you set a game like that up and what do they do to work towards something better?
My world was once your typical D&D fantasy world much like Greyhawk or Mystara. Then the Great Dragon Wars began. In the end, all of the humans and demihumans, along with the orcish and goblinoid races, were destroyed. Nearly total genocide. All that remains of the hairy races is totally enslaved. Or worse, is now raised as cattle (except orcs. No one wants to eat orc). This all happened so long ago that is is now only an unbelievable rumor.

The ruling races are lizardfolk, kobolds, and a few other lizard races I created, with the dragons being worshipped as gods. With no temples and no worshippers, the other gods are currently dead to this world, or rather, the world is dead to the other gods.

The players choose whatever race from human (including varient), elf (not drow), dwarf, halfling, gnome, half-elf, half-orc, orc, or goblin. They are all slaves. The most important choice is what they did as slaves. They get 3 skills and 2 tool or language
proficiencies. 2 skills and 1 tool/language must be useful for the slave to serve the masters. (Literacy is almost unheard of in slaves, it is not common for the masters) Due to the very different throat-lip-tongue structures between the slave and the lizard races, all slaves are bilingual, speaking saurian and slave-speak (a corruption of saurian merged with common). Elvish, Dwarvish, Common, ect. are all forgotten ancient languages.

Due to lack of proper nutrition (slaves never eat meat or eggs, all of which is solely reserved for the toally carniverous masters) the slave characters haven't reached their full racial potential. Thus the temporarily capped stats, and the delayed special racial abilities exept darkvision.

The slaves almost never run away. There is no place to go, and who would take care of them? And if they tried but got caught, they would suffer a horrible fate. They would be slowly eaten alive.

I start the campaign with a situation to allow for and force the PCs to escape. Survival, finding food and shelter, hiding are all that matters at first. Fighting is to be avoided at first, with no proficiencies, but is sometimes unavoidable. Experience allows limited proficiencies. Proper nutrition allows the capped stats to slowly be raised.

Experiences, not just XP, and opportunity allow the slaves to learn a class. Generally, we play for a couple of months before the characters reach 1st level.

EDIT Starting hit points depend on how sedentary the slave was. Bookkeeper (literacy required) gets a d4, house slave a d6, heavy manual labor gets a d8.
 
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Campaign settings are the prime examples of where stuff is banned. Hell I am planning on running Darksun soon and here is what I am planning.

No Sorcerers
No Warllocks
No Moon Druids
5 Clerics allowed (life=water, earth=nature, air=tempest, fire=light domains, templar=war domain)
No bards (bards are Rogues:assassin with the entertainer background)
No Drow/Tieflings/Dragonborn/Half Orcs/Gnomes
Only 1 subtype allowed for Elves/Dwarves/Halflings
HD regenerate at the rate of 1 per day, no overnight healing at all. 1HD is your natural healing.

No

As a heads up, Warlocks work really well as Templars. Just sub in the sorcerer king for the outsider, and create bonuses based on the city state.
 

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