SteveC
Doing the best imitation of myself
Like so many things, this gets back to communication between the players and the GM. It is the GM's responsibility to communicate what kind of campaign he intends to run, to set the groundrules and the parameters. With that done, it's the players' responsibility to pick up that ball and run with it in as awesome a direction as they can.
When I run a campaign, I try to let the players know what I'm going for so that they can design appropriate characters who'll fit the world and the campaign story (or be pro-active enough to give me a direction if it's a sandbox campaign) and then I listen to what they want to play and design accordingly. I've found that to be a pretty good concept.
For example, I'm running War of the Burning Sky at the moment, so I made sure that the group knew what kind of a game that was, and designed their characters so that they would have logical, in character reasons to continue the campaign.
I think the best reply to "my character wouldn't do that" is to initially ask "okay, what would he do, then?" and just roll with it. If it turns out that one or all of the group wants to go a completely different direction from what the GM expects, that can be a very good thing... depending on the kind of campaign that's going on. It may result on a short evening's play where the GM has to retool what he intends to run, but them's the breaks, and it's why the GM gets the big bucks.
--Steve
When I run a campaign, I try to let the players know what I'm going for so that they can design appropriate characters who'll fit the world and the campaign story (or be pro-active enough to give me a direction if it's a sandbox campaign) and then I listen to what they want to play and design accordingly. I've found that to be a pretty good concept.
For example, I'm running War of the Burning Sky at the moment, so I made sure that the group knew what kind of a game that was, and designed their characters so that they would have logical, in character reasons to continue the campaign.
I think the best reply to "my character wouldn't do that" is to initially ask "okay, what would he do, then?" and just roll with it. If it turns out that one or all of the group wants to go a completely different direction from what the GM expects, that can be a very good thing... depending on the kind of campaign that's going on. It may result on a short evening's play where the GM has to retool what he intends to run, but them's the breaks, and it's why the GM gets the big bucks.
--Steve