EzekielRaiden
Follower of the Way
Oh yeah, that's absolutely an important pitfall to consider--and one that applies to my own game, as I have one player who has tons of experience (possibly more experience than I have years of life...), one player with moderate past experience, and two players who are (or, at least when they first joined, were) very or totally new to TTRPGs, but one is VERY comfortable with Just Trying Stuff and another who is shy and feels a need to make the Right Choices, not just other choices.I can get behind most of this. I do think thought there is the possible pitfall where because some players are more comfortable asking for things beyond the rules (whether because they are better friends with the DM, more creative at improv'ing, more talkative or whatever) they can come to dominate a larger and larger portion of the game spotlight as the DM continues to accommodate them. In other words this style IMO is great for a specific type of player (or player group)... but can seem unfair, chaotic or bewildering to some.
Right now I have a mixed group of veteran D&D players (3) and beginners (3), and I find because they are more comfortable with the rules and the game in general the vets tend to try outside the box things while the beginner's are sill trying to come to terms with the basic rules of the game. It has led to an imbalance that I have found myself having to be careful with when it comes to things like this. On the one hand I want to allow some of it so that the beginners will see it's possible, but on the other hand if i try to always accommodate it the veterans will at this point monopolize too much of the spotlight for my liking.
I try to walk a rather fine line with that stuff. Fortunately, we've gotten one cool arc in for the very shy player (which earned his Battlemaster a new Tactic and a story that seemed to really matter to him) and we're already working on another. And in an absolute embarrassment of good-player riches, both of the players willing to Just Try Stuff are very team-conscious, working to build up the team and not just themselves. I will absolutely be the first to admit that I rely heavily on my players and could not possibly produce anywhere near the level of game I do without their help, on many different levels.
I was partially fore-armed against this specific issue because one of my players (the "new" one willing to Just Try Stuff) was the catalyst to get me actually going as a DM...because he was in such an absolutely crap-tastic game that I couldn't just sit there and do nothing. It was a game so bad that even my intense self-doubt was completely incapable of making me believe that I could do worse, and I could hear in said friend's voice how much it was painful for him to play in that game. He has since done me the honor of saying that, when he needed to take a hiatus from all games for RL reasons, my game was by far the hardest to leave, when he'd been playing four or five different games (he got MAD into D&D after he got his first taste!) That felt real good, not gonna lie.
So, digression aside, absolutely granted. This is not just a pitfall, but a pretty serious one. I certainly think the reward is worth the risk, but to launch into it blindly, heedless of that risk, is unwise in the extreme.