I'm not seeing how any of that makes D&D unsuitable? You have humans in D&D. The number and frequency of magical items and creatures is up to the GM... and I'm not so sure GoT is low magicYeah, but D&D is very unsuited to actually running a campaign at all like ASOIAF, what with its mostly human population, low magic, no magical items, very few monstrous creatures and a ton of politics.
The 5e engine?? You mean D&D (at least in its current rules iteration) right?This seems like moving the goalposts of the debate, as you initially compared the degree of changes to AiME (a non-D&D using the 5e engine) and now are saying that it's simply swapping spells out and using a limited range of pre-existing class.
Adding to this... it feels like the summary is missing too much to stack the vote against the playerNot voting, because neither side acquits themselves well. The DM doesn’t do anything to actually establish buy-in, and the player goes full passive-aggressive right from the start.
The correct approach would be for the player to say something like “I’m really not feeling a human-only campaign, is there some sort of compromise where I play something a little different?”
This is also why it’s a good reason as a DM to not put weeks into fleshing out a campaign before you’ve even run the idea by the players yet. The more pre-work you’ve done, the more a compromise feels like a capitulation.
In the absence of someone else to DM. What happens then? Four people miss out?Back in the 2e era, I was going to run a game for one player, who was really into anime (and associated aesthetics) and wanted her character to have purple eyes. I wouldn’t have it. And that game never happened.
Was I in the right? I sure thought so at the time. But I definitely didn’t win.
I’ve learned since that it is the DM’s responsibility to get the players’ buy-in before starting the game. Any parameters the DM wants to establish need to be clearly communicated for that buy-in to happen.
If not everyone buys-in, it’s time for compromise. You’ve got to ask questions to find out why people want to play what they want to play (and that means all the players, not just the ones who haven’t bought-in). Then, ideally, find a way to work it in that works with your conception of the campaign.
Which should be fluid, by the way. If it isn’t, you are effectively saying that your vision is the only one that counts and that is...not a good way to keep players interested. Pro tip: players are more invested when the feel some ownership in a campaign.
With that said, the DM shouldn’t feel pressured into running a game they don’t feel excited about. That way lies burnout and disappointment for all.
At the last, if no consensus can be found, it is the DM’s responsibility to say, “Look. I really have no interest in running the game you want to play, for all the reasons I’ve already put forth. And I’m definitely not going to pour a bunch of time and energy into a running a game that doesn’t interest me. Someone else should DM.”
If no one else is willing to DM, the group is just going to have to decide whether they’d rather play the DM’s vision or not at all. And if it’s just one player holding the game hostage, the group needs to collectively decide how to proceed. Or not.In the absence of someone else to DM. What happens then? Four people miss out?