kaomera
Explorer
Something that I've been thinking about a bit in light of the "I don't like it" thread.
For a while now I've been running games with no major restrictions on what's available to players, despite the fact that I would normally prefer not to have certain things crop up in my games. I had limits in place for quite a while, differing from campaign to campaign. Mostly these where based on the setting / fluff / story, I rarely really banned anything for being "broken", but what fit in the game and what didn't was, in turn, very significantly affected by my personal preferences. So, for instance, since I'm not a real fan of psionics I did not make a place for them in my games. (Actually, my policy has usually been to specify what is available instead of what isn't...)
When I plan a campaign I usually end up doing it mostly blind. It's easier to approach players with a campaign idea in hand, and I've had a serious lack of luck getting players to make serious suggestions regarding what my next campaign should be or what characters they wanted to play. At best I could guess with a few of them. Now ideally in this case, I would think, the players would take the information I provide them about the upcoming campaign (including which rules where or where not available for use) and find something cool that they wanted to play. However, it seemed like all too often we where actually operating on a double-blind basis, with the players seemingly having designed their characters beforehand.
I enjoy being able to accommodate the players' wishes when I can. I'm willing to relax or remove my restrictions, re-writing part of the campaign if need be in order to let a player have what they want. But I was always a bit cagey about this - I find that players enjoy getting special stuff to the point that they feel almost compelled to get me to change something for them, just because they can... And I really would prefer not to have to deal with significant negotiations with each and every player. And what's more I hate having to say "no", so I'd really prefer to avoid having any discussion unless I can actually accommodate the player.
Now, at one point I had a player approach me about playing a psionic character in a campaign I was setting up (IIRC this was just after the 3.5 psionic book had come out). We talked about it and she convinced me that it wasn't going to be a hassle for me, and that she could handle the complexity of the character. What's more, she had some interesting ideas on how to work the character into the setting which also worked to make the "fluff" of the character less obnoxious to me, and was happy to incorporate my own suggestions. And I knew from playing with her previously that she would do cool stuff in the game.
Now at this point it came out to the players in general that I was willing to be flexible about the campaign (largely because they knew how I felt about psionics). And one of the other players who came forward with a "request" for an exception also wanted to play a psionic character... However: he deliberately chose a very complex character and from previous experience I didn't think that he could handle it, the character seemed likely to generate more work from me even under the best conditions, and he couldn't articulate what he wanted from the character or what he was going to do with it beyond "it's cool".
I think it is worth mentioning that one other thing played into this as well: my ego. The first player approached me diplomatically, made it clear that she'd play in the game and expected to enjoy it even if she had to come up with a different character, and generally made me feel like allowing her to play the character was a generous thing to do as a DM. And I enjoy being able to be a generous DM. The second player, on the other hand, just rubbed me the wrong way, acting like any restriction on what he could play was pretty unreasonable, and generally hesitant to consider any compromise.
Despite that, I think it was a fair decision to allow the first player to play the character she had suggested and ask the second player to come up with something a bit more appropriate... I gave them both an opportunity to sway me, and one did so while the other idi not. But I ended up facing a pretty general consensus from the players that this was, in fact, grossly unfair. And in the end I decided that I would just unban everything, which has generally been my policy since...
The thing is, I've been noticing more and more lately annoyances in my games that it seems like could be really easily avoided if I just started banning stuff again. Nothing that's ruining my game or anything, mind you, but if the TV's turned to static and it's bugging me, why would I not get up and turn it off? So I'm giving some serious consideration to significantly limiting what stuff is used in my next campaign. Normally it would be most effective to specifically ban only the stuff I don't want to deal with (or allow only the stuff that I do), but in light of my previous experiences I think I'd be better off working in much broader strokes - entire books and such. Otherwise I think I'm just opening myself up to more arguments than I really want to deal with. And I'm going to end up eliminating cool options with that approach, but there should be enough stuff left to make up for it...
I guess what I'm really worried about is the players "not getting it". I've been finding myself waxing nostalgic for the days when I could get a group together composed of nothing but close friends - people I knew and hung out with apart from gaming. Friends, it seems to me, are more willing to put up with each others' BS, and therefore more willing to compromise. A lot of the people I game with that I don't really know well otherwise seem to now want to deal with the fact that we might have different points of view and differing priorities for the game.
For a while now I've been running games with no major restrictions on what's available to players, despite the fact that I would normally prefer not to have certain things crop up in my games. I had limits in place for quite a while, differing from campaign to campaign. Mostly these where based on the setting / fluff / story, I rarely really banned anything for being "broken", but what fit in the game and what didn't was, in turn, very significantly affected by my personal preferences. So, for instance, since I'm not a real fan of psionics I did not make a place for them in my games. (Actually, my policy has usually been to specify what is available instead of what isn't...)
When I plan a campaign I usually end up doing it mostly blind. It's easier to approach players with a campaign idea in hand, and I've had a serious lack of luck getting players to make serious suggestions regarding what my next campaign should be or what characters they wanted to play. At best I could guess with a few of them. Now ideally in this case, I would think, the players would take the information I provide them about the upcoming campaign (including which rules where or where not available for use) and find something cool that they wanted to play. However, it seemed like all too often we where actually operating on a double-blind basis, with the players seemingly having designed their characters beforehand.
I enjoy being able to accommodate the players' wishes when I can. I'm willing to relax or remove my restrictions, re-writing part of the campaign if need be in order to let a player have what they want. But I was always a bit cagey about this - I find that players enjoy getting special stuff to the point that they feel almost compelled to get me to change something for them, just because they can... And I really would prefer not to have to deal with significant negotiations with each and every player. And what's more I hate having to say "no", so I'd really prefer to avoid having any discussion unless I can actually accommodate the player.
Now, at one point I had a player approach me about playing a psionic character in a campaign I was setting up (IIRC this was just after the 3.5 psionic book had come out). We talked about it and she convinced me that it wasn't going to be a hassle for me, and that she could handle the complexity of the character. What's more, she had some interesting ideas on how to work the character into the setting which also worked to make the "fluff" of the character less obnoxious to me, and was happy to incorporate my own suggestions. And I knew from playing with her previously that she would do cool stuff in the game.
Now at this point it came out to the players in general that I was willing to be flexible about the campaign (largely because they knew how I felt about psionics). And one of the other players who came forward with a "request" for an exception also wanted to play a psionic character... However: he deliberately chose a very complex character and from previous experience I didn't think that he could handle it, the character seemed likely to generate more work from me even under the best conditions, and he couldn't articulate what he wanted from the character or what he was going to do with it beyond "it's cool".
I think it is worth mentioning that one other thing played into this as well: my ego. The first player approached me diplomatically, made it clear that she'd play in the game and expected to enjoy it even if she had to come up with a different character, and generally made me feel like allowing her to play the character was a generous thing to do as a DM. And I enjoy being able to be a generous DM. The second player, on the other hand, just rubbed me the wrong way, acting like any restriction on what he could play was pretty unreasonable, and generally hesitant to consider any compromise.
Despite that, I think it was a fair decision to allow the first player to play the character she had suggested and ask the second player to come up with something a bit more appropriate... I gave them both an opportunity to sway me, and one did so while the other idi not. But I ended up facing a pretty general consensus from the players that this was, in fact, grossly unfair. And in the end I decided that I would just unban everything, which has generally been my policy since...
The thing is, I've been noticing more and more lately annoyances in my games that it seems like could be really easily avoided if I just started banning stuff again. Nothing that's ruining my game or anything, mind you, but if the TV's turned to static and it's bugging me, why would I not get up and turn it off? So I'm giving some serious consideration to significantly limiting what stuff is used in my next campaign. Normally it would be most effective to specifically ban only the stuff I don't want to deal with (or allow only the stuff that I do), but in light of my previous experiences I think I'd be better off working in much broader strokes - entire books and such. Otherwise I think I'm just opening myself up to more arguments than I really want to deal with. And I'm going to end up eliminating cool options with that approach, but there should be enough stuff left to make up for it...
I guess what I'm really worried about is the players "not getting it". I've been finding myself waxing nostalgic for the days when I could get a group together composed of nothing but close friends - people I knew and hung out with apart from gaming. Friends, it seems to me, are more willing to put up with each others' BS, and therefore more willing to compromise. A lot of the people I game with that I don't really know well otherwise seem to now want to deal with the fact that we might have different points of view and differing priorities for the game.