Balesir
Adventurer
I agree with just about all of this. Both sides definitely need to be 'on the same page' and, in practice, the nature of the world setting is normally done by consensus. That being the case, I am very happy if the rules reflect that.I don't think much of the whole "DM's will be control freaks" notion. I've played a lot of RPGs with a lot of GMs (though honestly I probably 'trained' a lot of those GMs) and I haven't really seen a whole lot of that issue. I've seen situations where the players and the DM needed to get their heads in the same space regarding what sort of game it was, but the answer to that wasn't to put all the responsibility on either one side of the table nor the other. Regardless of what the rules say both sides have to work out a way to get on the same page. While I can certainly imagine, and have heard plenty of stories about, DMs who can't manage that and try to just impose their way of doing things by fiat, I find that to be pretty rare in reality.
If the DM has a clear and vivid concept for a game world, it can be useful for them to formulate it completely - but then they will, in practice, have to "sell" that vision to the players. The players always have the ultimate sanction of not playing; DMs have the final sanction of not running the game.However, each side of the table has different dynamics driving their approach to the game. It CAN be helpful to have the DM be able to define the options the players will be exposed to. I don't think having the DM need to go through the entire item list and decide at the start what is and isn't going to show up as player resources is very practical. Sure, in theory you can go through CB and check checkboxes, but no DM is going to know ahead of time exactly what all that list needs to be.
As a general "default", though - and for D&D specifically, as opposed to the full range of roleplaying games - I think the advice in the original 4E rules to "say yes" is a good one. Thus I generally start from the base assumption that all items are present and available unless there is a specific reason for them not to be. This makes 'going down the checklist' a realistic option, I find.
Here is where I disagree. It's not that I think that the "mother may I" problem arises only with DMs who do not understand or accept that the game is collaborative. I agree that this is actually rare, in any case. But even without it, the necessity to refer every thought, decision and desire - be it rationally considered or simple whimsy - concerning gear for their character is an unnecessary, burdensome and onerous imposition on players.I find that the default limited accessibility policy is a good idea. It relieves the players of the temptation to meta-game so much. I find all the talk of 'doggie biscuits' and 'mother may I' to be hmmmm, I'm not sure what the proper adjective is. Lets just say I'm unimpressed with that. RPGs are a collaborative effort. Granted there are people who don't understand that, but whether or not items are a resource the players simply have control of or that the DM has control of isn't going to really change anything about that. If rarity can fix some issues with the mechanics of the game, which I believe it does, then it is a good idea.
When the play group comes to the table to actually play, the players bring a character - complete with their training, their 'characters' and their equipment. It therefore makes sense, to me, if the players are broadly in control of the item selection - within the rules of the game and the restrictions accepted by the play group for the particular campaign.
Here, possibly, is the nub of the disagreement. Provided that the meta-gaming is done during "downtime", rather than during actual play, I don't mind this at all. If it means that players come to the table with a character that they are proud of, that they are comfortable to venture into ersatz "danger" with and that they are happy to play, then I positively encourage it.You can say 'players can police themselves' but my experience is they are always tempted to play the optimization meta-game, and I think it is largely a meta-game. The DM OTOH is generally not subject to the same temptations.
"Optimised" characters are very often weak in specific ways; either they are vulnerable to specific challenges, or they are weak at specific levels, or they are boring or limited to play. As a result, the players I play with are seldom tempted to pursue an extreme course of "optimisation". If they do pursue such a course, they may pay for it in a variety of ways; I have no problem with that.