Shadowslayer said:
Heartily agree.
A couple things (a closing argument if you will)
-Remember that this guy (the offending player) is one of the boys. Sometimes even your best buds have bad moments. Sounds like this guy is usually a good guy. Would it be worth it to actually get rid of a pal just to avoid having to allow supplements? Anyway, it sounds like you're on the right track.
-I hate psionics. Really, really do. Didn't ever want to have to deal with them in game. But I had a guy (who's still with us) who bought the psionics book and really wanted to use it. I was torn, but ultimately what decided it for me was the thought that "here's this guy...he works for a living, got a wife and kid. My D&D game is HIS night out. I figure if he wants to drop what little fun-money he has on a shiny new book, he's probably looking forward to using it. So why the heck would I not let him use it?" And it wasn't a game breaker.
As a side note, I learned the psionics rules this way. Still could do without em', but I'm not averse to using them if a player really wants to play a psion either.
I see about half the posters here see it as the DMs game where he has sole say in what rules get used. All I'll say is that I disagree. It's been my experience that DMs with a "my way or the highway" attitude usually get shown the highway. That's just a huge attitude throwback to the old "DM is God" dark ages of D&D. (most of the guys I play with hated that even then)
So you're not ramrodding them into a rule-set when you sit down with the group and say "what should our rules be?" As a group, you'd define the rules, then as the DM (you or any of the others) would apply them. This'd be the ideal solution from my end. This way you eliminate the control issues that are getting in the way of the group's good time.
I love how the otherwise mild anti-authoritarian streak among a lot of gamers explodes into this "Down With the Man!" attitude in these threads. Really, I do. I love the loaded language (like "ramrodded") that gets used, I like the flase emphasis employed to make it seem like the GM/DM is some kind of ogre for wanting a game that's controllable, which is
especially important for a new DM...like Elephant, say. This isn't a 'control' issue, nor is Elephant being some sort of iron-fisted dictator.
I've GM'ed for most of my 20 year gaming history, and the lesson I've seen repeated again and again is
don't bite off more than you can chew. A first-time/inexperienced DM is
perfectly within their rights to lay out the house rules - things like a core-only game, for example. This is neither unreasonable nor dictatorial. Maybe when they pick up the rules better, it's reasonable to introduce extra rules beyond Core. But at the beginning? Get outta town.
Folks like you, Shadowslayer, seem to expect the DM to roll over and blithely accept kitchen-sink games, even though it's pretty well-established that a lot of kitchen-sink games are a PITA to adjudicate, let alone keeping track of the rules that players introduce. Even myself, as an experienced GM, got to 'enjoy' the horror of a kitchen-sink game and what effect broken or untested rules have. It wasn't fun for me, and it was only fun for the powergamers and min-maxers at my table, which left half the group scrambling for an even playing field, which ended up wrecking the campaign.
In the meantime, for Elephant's critics, I direct you here:
http://sean.chittenden.org/humor/www.plausiblydeniable.com/opinion/gsf.html
Compromise, it's said, is everyone giving up something so nobody's happy. Listening to player wants is one thing; letting them wreck the game and make things difficult for the DM is another entirely. And that, IMO, is what kitchen-sink games do most of the time.