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Restrictive DMs and player enjoyment
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<blockquote data-quote="EzekielRaiden" data-source="post: 9134471" data-attributes="member: 6790260"><p>I find that the real problem here is, people think "limitations breed creativity" justifies literally any and all limitations ever...and it doesn't. In a creative space where it is humans who define the limitations, not technology or the like, you can have the possibility of good limitations vs bad ones. Good limitations breed creativity. Bad limitations shut down creativity. It can be difficult to tell the difference.</p><p></p><p></p><p>Though if the GM absolutely <em>loathes</em> the idea of running such an adventure, I think a frank out-of-game conversation is mandatory. "I understand that this is the kind of game you want to play, but it would be utterly unbearable for me. Let's talk about it and try to work something out."</p><p></p><p>I say this because there is one bright line I have, which I would refuse to cross (and have, thankfully only once, had to tell a player I wouldn't cross). I won't run games for evil PCs. Neutral PCs, criminal PCs, PCs with dark and troubled pasts, <em>currently</em> Evil but sincerely trying to reform PCs, PCs that have fallen to temptation but know they need to reverse course? All of those are fine, most are wonderful even. But outright unrepentant evil is not welcome at my table. This is not, at all, because I want to limit what my players can do. It is because I, personally, cannot <em>do</em> that. I cannot run a game for such characters at anything near the level I can for good, neutral, dark-and-troubled, etc. characters. I just don't have that in me.</p><p></p><p>I made this very clear to my players from the outset, and none of them had an issue with it (though, as stated, one player needed a...reminder, shall we say). As long as limits like these are either expressly stated in advance, or openly discussed in a frank but responsive way when they come up, I see nothing wrong with them. </p><p></p><p>But such serious "I can't do this" moments should be <em>very rare</em>. Just going off the beaten path to do something unexpected? There I'm fully with you. Doesn't matter if I prepared six pages of notes for the mountain adventure, if the players want to go to the ocean, <em>we're going to the ocean</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9134471, member: 6790260"] I find that the real problem here is, people think "limitations breed creativity" justifies literally any and all limitations ever...and it doesn't. In a creative space where it is humans who define the limitations, not technology or the like, you can have the possibility of good limitations vs bad ones. Good limitations breed creativity. Bad limitations shut down creativity. It can be difficult to tell the difference. Though if the GM absolutely [I]loathes[/I] the idea of running such an adventure, I think a frank out-of-game conversation is mandatory. "I understand that this is the kind of game you want to play, but it would be utterly unbearable for me. Let's talk about it and try to work something out." I say this because there is one bright line I have, which I would refuse to cross (and have, thankfully only once, had to tell a player I wouldn't cross). I won't run games for evil PCs. Neutral PCs, criminal PCs, PCs with dark and troubled pasts, [I]currently[/I] Evil but sincerely trying to reform PCs, PCs that have fallen to temptation but know they need to reverse course? All of those are fine, most are wonderful even. But outright unrepentant evil is not welcome at my table. This is not, at all, because I want to limit what my players can do. It is because I, personally, cannot [I]do[/I] that. I cannot run a game for such characters at anything near the level I can for good, neutral, dark-and-troubled, etc. characters. I just don't have that in me. I made this very clear to my players from the outset, and none of them had an issue with it (though, as stated, one player needed a...reminder, shall we say). As long as limits like these are either expressly stated in advance, or openly discussed in a frank but responsive way when they come up, I see nothing wrong with them. But such serious "I can't do this" moments should be [I]very rare[/I]. Just going off the beaten path to do something unexpected? There I'm fully with you. Doesn't matter if I prepared six pages of notes for the mountain adventure, if the players want to go to the ocean, [I]we're going to the ocean[/I]. [/QUOTE]
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