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Rant -- GM Control, Taking it Too Far?
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<blockquote data-quote="FentonGib" data-source="post: 4670591" data-attributes="member: 77527"><p>That pretty much sums up how I feel too. As a DM whenever I'm going to do a game I will normally sit with my troupe and discuss what the next game will be, and we set some initial boundaries. Atm for example we're playing Ravenloft - so I will put some limitations on players to keep within the feel of the game, but I try to be flexible. If a player wants to play a Dward, they either have to come from certain domains or be an outlander - there are no native Barovian Dwarves for example. Then they'd need a backstory to why they're in Barovia (where the campaign is set). Again, this is working with the players. I wouldn't allow a player to play a vampire troll - because that simply wouldn't work!</p><p></p><p>But there are times I have to set my foot down when players come up with ridiculous ideas. I had one player in Vampire: the Requiem want to use a Gangrel who's "herd" was a supply of bats caught by a pack of Hunters in Darkness that he has run with for ages. Since Werewolves really don't like vampires, and Hunters in Darkness would kill a vampire encroaching on their turf without a second thought (and he'd never see them coming) - it's extremely unfeasible (and definately so for my campaign setting at the time).</p><p></p><p>Even in serious/dark games, I find there is still room for humour - as long as it doesn't break the tone too much. Some levity is necessary to stop a game becoming too bleak. I often have some "light" characters, like the halfling rogue that's constantly coming up with wisecracks, or the npc that names her horse "horsie" or "fluffy." But players know in my Ravenloft game it's serious, as are the consequences. If they walk up to the town guards and try pulling jokes on them they're likely to end up arrested rather than making them laugh.</p></blockquote><p></p>
[QUOTE="FentonGib, post: 4670591, member: 77527"] That pretty much sums up how I feel too. As a DM whenever I'm going to do a game I will normally sit with my troupe and discuss what the next game will be, and we set some initial boundaries. Atm for example we're playing Ravenloft - so I will put some limitations on players to keep within the feel of the game, but I try to be flexible. If a player wants to play a Dward, they either have to come from certain domains or be an outlander - there are no native Barovian Dwarves for example. Then they'd need a backstory to why they're in Barovia (where the campaign is set). Again, this is working with the players. I wouldn't allow a player to play a vampire troll - because that simply wouldn't work! But there are times I have to set my foot down when players come up with ridiculous ideas. I had one player in Vampire: the Requiem want to use a Gangrel who's "herd" was a supply of bats caught by a pack of Hunters in Darkness that he has run with for ages. Since Werewolves really don't like vampires, and Hunters in Darkness would kill a vampire encroaching on their turf without a second thought (and he'd never see them coming) - it's extremely unfeasible (and definately so for my campaign setting at the time). Even in serious/dark games, I find there is still room for humour - as long as it doesn't break the tone too much. Some levity is necessary to stop a game becoming too bleak. I often have some "light" characters, like the halfling rogue that's constantly coming up with wisecracks, or the npc that names her horse "horsie" or "fluffy." But players know in my Ravenloft game it's serious, as are the consequences. If they walk up to the town guards and try pulling jokes on them they're likely to end up arrested rather than making them laugh. [/QUOTE]
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