FireLance
Legend
I don't think anyone would want to DM for such players, but I do think the question ignores the continuum of players and DMs that are out there.Faraer said:Why would you want to DM for players who want the rulebook to take precedence over the campaign, or who make selfish powergaming demands?
As the DM, I have the final say about what is allowed in my campaign. There are certain game elements that I don't allow, e.g. the Frenzied Berserker. However, I do allow most things that the players want, and will adapt my campaign to fit it in.
I wouldn't want to DM for selfish players, but I have no problem with powergamers. Practically everyone in my regular campaign is a powergamer, myself included, and we get a kick out of seeing well-tuned characters in action. Believe it or not, it's our idea of fun.
I allow my players to have full creative control over their characters, including the equipment they want. Some DMs will probably shudder at the way I handle equipment. Whenever a character gains a level, I just tell the player to delete his old equipment and select whatever new equipment he wants, up to the standard character wealth for his level.
Magic shops don't even come into the picture. My standard handwave is that the character's organization provides him with appropriate equipment. To me, it doesn't matter where or how he gets his gear - gifts, rewards, trade, purchase, whatever. It simply isn't relevant to having a fun game.
I see my job as simply to present challenges to the characters, and believe me, it doesn't matter what races or classes or skills or feats or gear the characters have - I can still challenge them. Not having to worry about placing treasure in the adventure is quite liberating, too.
My DMing philosophy is probably quite different from many of the DMs who don't like magic shops, or the idea of PCs buying and selling magic items, or who want to control the gear that the PCs have access to. But, I don't think it's a wrong one.