Kurotowa
Legend
The problem here is that there are overlapping and conflicting agencies at play. It's within the player's agency to say who and what their character is. It's within the DM's agency to say what their setting is like and campaign is about. And when those two conflict, the people involved have to navigate an acceptable resolution like mature adults. Yes, I know, a daunting prospect.
The simplest scenario is that the DM clearly defines the limited set of options they feel are appropriate for this specific campaign, the player finds an option within the set they're happy with, and everything proceeds smoothly forward. The more complicated scenario is when the player submits something outside the set of options that they want to do anyway, the player and the DM negotiate enough tweaks to the character concept and exceptional circumstances for the setting to make it acceptable to both of them, and play advances. The final resort is when the player refuses to alter or switch their desired character, the DM refuses to compromise on their vision for the campaign, and they have to settle for the player giving that particular campaign a pass.
How this all goes depends more on the people involved than the specifics of the character, I feel. A long established group will have more tolerance for exceptions than a newer one, to say nothing of a store game. A player with a track record of making oddballs work will get more license than one with a habit of trying to break the tone of campaigns. A DM who's got an idea for a campaign with a specific theme or gimmick may allow less leeway than if they're running more standard adventures.
There's no universal right answer where one party's agency always trumps the other's. It's a dance where both of them have to cooperate. The DM lays out their idea for the campaign, the player submits a character concept, the DM can reject it or suggest alterations, and the player can either act on those or bow out of the campaign as not the right fit for them. The ball goes back and forth, with both people contributing until either an acceptable result is achieved or they decide the player isn't going to play.
The simplest scenario is that the DM clearly defines the limited set of options they feel are appropriate for this specific campaign, the player finds an option within the set they're happy with, and everything proceeds smoothly forward. The more complicated scenario is when the player submits something outside the set of options that they want to do anyway, the player and the DM negotiate enough tweaks to the character concept and exceptional circumstances for the setting to make it acceptable to both of them, and play advances. The final resort is when the player refuses to alter or switch their desired character, the DM refuses to compromise on their vision for the campaign, and they have to settle for the player giving that particular campaign a pass.
How this all goes depends more on the people involved than the specifics of the character, I feel. A long established group will have more tolerance for exceptions than a newer one, to say nothing of a store game. A player with a track record of making oddballs work will get more license than one with a habit of trying to break the tone of campaigns. A DM who's got an idea for a campaign with a specific theme or gimmick may allow less leeway than if they're running more standard adventures.
There's no universal right answer where one party's agency always trumps the other's. It's a dance where both of them have to cooperate. The DM lays out their idea for the campaign, the player submits a character concept, the DM can reject it or suggest alterations, and the player can either act on those or bow out of the campaign as not the right fit for them. The ball goes back and forth, with both people contributing until either an acceptable result is achieved or they decide the player isn't going to play.
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