Cloudgatherer said:
Point is, you don't know where it's going. Isn't that part of the mystery? I agree your character is royally nerfed, but perhaps this will be made up as the story progresses?
G'day
I'm here to repeat and amplify what Cloudgather wrote.
GMs have done this sort of thing to me a few of times, and usually rogered the other PCs as well. Twice I have led players' revolts, telling the GM that we weren't enjoying oursleves, and that we weren't going to play anymore unless the campaigns became more like what we expected when we signed on. Both times the GM said "I know what I'm doing, and I'm planning to deliver a great game. Stay on board, I think you'll be glad you did." And both times we said "No, we don't want to be glad about it afterwards, we want to have fun this Saturday." And both times the GM said "Okay then, choose another GM, because I can't and won't run this campaign any other way." And both times, I am now convinced, I destroyed what would have turned out to be a very effective and memorable miniseries campaign. I regret both rebellions.
So before you put your foot down, think very carefully. Do you trust this GM to deliver you an enjoyable game?
Before you make a decision, I think I had better point out that it is possible that you and the GM maight RP game to a different aesthetic. Your complaints seem to centre around the fact that your character is
ineffectual. That is a big problem if the thing that turns you on about RP games is deploying the character's abilities to overcome problems and obstacles. But what turns your GM on may be vicariously sharing the experience of a character in another world, or extemporaneously crafting a powerful narrative. And so from his point of view he might have made your character more fun to play: sure, he achieves less, but his core motivation is clearer and more accessible, he gets lots of spotlight time, and the main thread of the story is about him. To a certain type of player, these gifts are golden.
So you have three options:
1. Bail out (either leave the campaign or give up the character).
2. Persuade the GM that you are a gamist player, that you don't want to become a simulationist or dramatist, you don't even want to try the simulationist or gamist experience, and that he has a choice between bowing to your will and chucking you out. (If you're lucky, he'll chuck you out.)
3. Give it a go.
If you want to give it a go, there are two things to try (that I can think of):
1. Get right into your character's experience, his frustration, his rage, his determination to prevail against the odds. Share his experience, and try to make it fathomable to the other players through his reactions to incidents. Despair, rail against the injustice of Fate, refuse to be destroyed, take on Fate single-handed, struggle mightily, and either triumph or go down in magnificent ruin.
2. Try to find something your character might do to overcome his predicament that is dramatically suitable. The first elf to commit murder is
enormous. Look for something equally huge to make up for it. Find something else that no elf has ever done (eg. go bodily into the underworld to recover his friend's soul, lay down his life to save his race from imminent corruption) and work towards doing that, a bit at a time.
Of course, you can try both together.
The first rule of improvisation is "never contradict". Whatever story offers a GM (or other player) makes you, adapt, modify, qualify, but don't deny them. If they make things difficulty for your characer, use the difficulty! The GM has (by dramatist/simulationist lights) handed you the chance to be King Lear and (Milton's) Satan rolled into one. Go with it, and be bigger than
Ben Hur.
And in future, remember not to design characters whose back-story is bigger than their front-story, or which introduces themes that you don't want to dicuss in play.
Regards,
Agback