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Rant -- GM Control, Taking it Too Far?
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<blockquote data-quote="architectofsleep" data-source="post: 4643016" data-attributes="member: 80396"><p>I know. I hate to put specifics down since I don't know if my fellow gamers read this, and I don't want to make anyone angry when I'm just venting. So, without too many specifics, here is one example.</p><p></p><p>We're mid-level characters (about 8-10th level), and I was asking about playing a character who had been struck mad by a god (insanity is allowed as a character trait in this game). This fact was just a reason for how my character was going to behave, and not an ever-present you're-always-connected-to/talking-to-this-god kind of thing. Now, even though our characters are currently dealing with gods, or at the least their avatars, he said no, I couldn't be that, because our characters shouldn't have gods in our background. Ok...a little bit contradictory with how the campaign is currently playing out, but I can accept that. He then said I should have been driven mad by my past actions (this is kind of a theme with him), instead. To me, that's a bit more boring and watered down. It could work, sure, but it wouldn't make me love my character. Like I said in my o.p., it wasn't that big of a deal. I said no, and we came up with something else, and I'm saving my other character ideas for another campaign. But I still felt creatively stifled. I am at my best as a roleplayer when the stakes are high, and when I don't feel like I'm playing just another cookie-cutter role.</p><p></p><p></p><p></p><p>I agree. I never name my characters silly names (unless it's a silly campaign), but I wanted to do something to make my animal companions a little bit more memorable. Ah well.</p></blockquote><p></p>
[QUOTE="architectofsleep, post: 4643016, member: 80396"] I know. I hate to put specifics down since I don't know if my fellow gamers read this, and I don't want to make anyone angry when I'm just venting. So, without too many specifics, here is one example. We're mid-level characters (about 8-10th level), and I was asking about playing a character who had been struck mad by a god (insanity is allowed as a character trait in this game). This fact was just a reason for how my character was going to behave, and not an ever-present you're-always-connected-to/talking-to-this-god kind of thing. Now, even though our characters are currently dealing with gods, or at the least their avatars, he said no, I couldn't be that, because our characters shouldn't have gods in our background. Ok...a little bit contradictory with how the campaign is currently playing out, but I can accept that. He then said I should have been driven mad by my past actions (this is kind of a theme with him), instead. To me, that's a bit more boring and watered down. It could work, sure, but it wouldn't make me love my character. Like I said in my o.p., it wasn't that big of a deal. I said no, and we came up with something else, and I'm saving my other character ideas for another campaign. But I still felt creatively stifled. I am at my best as a roleplayer when the stakes are high, and when I don't feel like I'm playing just another cookie-cutter role. I agree. I never name my characters silly names (unless it's a silly campaign), but I wanted to do something to make my animal companions a little bit more memorable. Ah well. [/QUOTE]
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