How much control does / should a GM have over a PC?


Pathfinder First Edition General Discussion

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That is probably the best solution... even snobi agrees:

Quote:
I'd apologize for creating an elven thief, leave, and find a group where the players' and DM's fun isn't ruined by the background/class/race I select for my character.

The Exchange

LilithsThrall wrote:


No, the world is low magic, remember? There is no planar hoping.

So, would you make the character insane or disallow the character concept?

One option is the DM can say that inexplicably my character is there. No one, including my character is sure how he got there. A second option would be the insanity thing. I'm sure there are others. I'd be okay with the insanity option if that was the only way I could play the concept I wanted to play.


Quote:
No, the world is low magic, remember? There is no planar hoping.

Do other planes exist? No planar hopping != singular plane.


snobi wrote:
I_Use_Ref_Discretion wrote:


You seem to be dismissing the fact that a GM - who is saddled with the work, burden, and responsibility of running a campaign - might not find it fun to be forced to yield to character concepts, classes, or other details he (and the other players) may find absurd.

I know it's difficult to apply reason or logic as to why an individual may not have fun. Having said that, in my mind, it's reasonable to get upset over decisions that affect the area I control, but unreasonable to get upset over decisions that affect areas outside of my control. Thus, it's reasonable for me to be upset if I'm told I can't play a certain concept, but it's unreasonable for me to be upset if another player chooses race/background/class X, or if the DM chooses world/module/NPCs Y.

But like I've mentioned, if I know I'm causing (or will cause) the DM or another player to not have fun, I will either play a different concept or walk.

You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.

Likewise, the only thing the GM controls is the rules by which you play, not whether you will play.
You're free to demand 100% control over your character concept, but not if you want to play in any particular GM's game. The minute you agree to play in a game with other players, you surrender control of your character.
This isn't cowboys and indians (ie. "I shot you!" "Did not!" "Did too!"). There is a guy who decides what happens and what doesn't.
That's the GM.
To put it another way, what the GM says goes and if the GM says enough stupid stuff, everybody goes.


Wow, this topic.

I'm firmly of the opinion that roleplaying games require an understanding that the game (and the game world) are a shared responsibility of the players and the game runner. Most of what I've read here is a throwback to a very adversarial attitude between dm's and players and its more then a little disheartening.

Players need to STOP thinking about the disparity of power between themselves and their DM. I've never yelled at my PS3 for being unfair to me when I'm playing an RPG, it's just as absurd to do so with your GM (unless he's being an ass, and if so see my prior point about it being a shared responsibility).

GM's need to stop power tripping and taking responsibility for the game world. Running something published? GREAT, but there goes most of the "massive burden" involved with GM'ing. Let's all be realistic for a minute on this, we are coming together to enjoy a shared story, if it's THAT huge of a burden on either side of the screen then maybe we should be doing something we...enjoy? Instead.

Almost everything I've seen here has stemmed from poor communication. Responding to the original post for a second... had the GM talked to the player about the story, and they made changes together I'm sure the outcome would have been far more beneficial to everybody. As a 19+ year DM, I have NEVER changed a players character without discussion and trying to reach a workaround, and if that were done to me I would quit on the spot.

The players have as much power over the experience (which is what we're really discussing here) as does the GM. All those pieces need to be working together well or none of it matters.

The fact that the question is "How much power should a GM have" points to a disturbing trend in player/game runner culture. Don't stress the things that cause problems in your group, come together, talk, and work on your strengths rather then against your faults.


LilithsThrall wrote:


You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.
Likewise, the only thing the GM controls is the rules by which you play, not whether you will play.
You're free to demand 100% control over your character concept, but not if you want to play in any particular GM's game. The minute you agree to play in a game with other players, you surrender control of your character.

B$%@**+s. The GM can dictate the rules, but the minute he starts dictating who your character is, what it is, and what it does, it is has ceased to be D&D and has become a game of DM playing by himself with a bunch of saps recruited to move pieces around the board for him.

Though it fails to surprise me that you would suggest such a thing.

Crap


snobi wrote:


Bill Dunn wrote:


Frankly, it has been my experience that players have an easier time relating to the campaign and building their own interesting story within it if they make use of the DM's knowledge of the setting.
But a player may have no interest in relating to the campaign or linking their background to it.

At that point, why would they even submit a character to the campaign? I can see having a closely encapsulated background that doesn't require any major signicant links to DM content, but if they have no interest in relating to the campaign, why play? Why even submit the outlier concept at all?


Cartigan wrote:


b#&*!*&s. The GM can dictate the rules, but the minute he starts dictating who your character is, what it is, and what it does, it is has ceased to be D&D and has become a game of DM playing by himself with a bunch of saps recruited to move pieces around the board for him.

Does that include dictating what your character is not? That's been more of the question for the last day or so.


Cartigan wrote:
LilithsThrall wrote:


You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.
Likewise, the only thing the GM controls is the rules by which you play, not whether you will play.
You're free to demand 100% control over your character concept, but not if you want to play in any particular GM's game. The minute you agree to play in a game with other players, you surrender control of your character.

b%!~!*%s. The GM can dictate the rules, but the minute he starts dictating who your character is, what it is, and what it does, it is has ceased to be D&D and has become a game of DM playing by himself with a bunch of saps recruited to move pieces around the board for him.

Though it fails to surprise me that you would suggest such a thing.

Crap

I'd still like to hear your answer as to how you'd respond when a player asks to run a computer hacker in a "fall of the Roman Empire" style game.

Based on what you just said, you'll answer "well, the GM has no right to take control of the character concept like that, so, of course, the player has the right to play a computer hacker in such a campaign and the GM needs to add computers to the setting to give the PC something to do!"


Bill Dunn wrote:
Cartigan wrote:


b#&*!*&s. The GM can dictate the rules, but the minute he starts dictating who your character is, what it is, and what it does, it is has ceased to be D&D and has become a game of DM playing by himself with a bunch of saps recruited to move pieces around the board for him.
Does that include dictating what your character is not? That's been more of the question for the last day or so.

That was most certainly not what Lillith put forward.


LilithsThrall wrote:


I'd still like to hear your answer as to how you'd respond when a player asks to run a computer hacker in a "fall of the Roman Empire" style game.

You do realize you can only say "still" if you ask a first time? Luckily, I already answered a similar assertion of his position.

Quote:
Speaking of scarecrows... Comparing a different game as a whole against a different game with its core elements removed? Really? You think I wasn't going to call that?

No one is asking to play a computer hack in a Roman Empire. Reductio ad absurdum fallacy.

To quote myself again:

Quote:
Why should he have to play Ebberon? The Artificer is just a class that tinkers with magic items. What the hell in that is specific to Ebberon?

Addition: And so what if he wants to play a computer hacker in the Roman Empire? What is he going to do? Hack computers? No, he will swing a sword like everyone else.


Cartigan wrote:
Bill Dunn wrote:
Cartigan wrote:


b#&*!*&s. The GM can dictate the rules, but the minute he starts dictating who your character is, what it is, and what it does, it is has ceased to be D&D and has become a game of DM playing by himself with a bunch of saps recruited to move pieces around the board for him.
Does that include dictating what your character is not? That's been more of the question for the last day or so.
That was most certainly not what Lillith put forward.

It actually, most certainly, -is- what I've been putting forward.

What I most certainly have -not- been putting forward is your straw man of the GM railroading the PCs.


LilithsThrall wrote:


It actually, most certainly, -is- what I've been putting forward.

What I most certainly have -not- been putting forward is your straw man of the GM railroading the PCs.

Yes, I pretty much grok what you're saying. It's a question of absolute control. You're saying the DM has control over the rules, the players have control over participation. Everything else is negotiated, filtered, or otherwise mixed control.


Bill Dunn wrote:


Yes, I pretty much grok what you're saying. It's a question of absolute control. You're saying the DM has control over the rules, the players have control over participation. Everything else is negotiated, filtered, or otherwise mixed control.

Lillith said, explicitly, the DM has control over the character's concept. That is not remotely the same as having control over the game world.

You can take your "control of my character concept" and place it where I believe the rest of your holier-than-thou opinions should go.


snobi wrote:
Dabbler wrote:


So are you saying that no matter how silly the concept or how unbalanced it is, the DM should allow it? If so I would have to disagree - the concept could end up breaking the game not just for the DM but the other players as well. The main reason for the DM's authority is ensuring a good game for the maximum possible number of players, and sometimes that means one player not getting everything he wants. That's not the DM treading on his toes, that's the DM doing the DM's job.
I think there's a difference between who/what a character is and what he can do. If the character is so unbalanced that he's dominating game play, then that's where the DM can step in and do his job. I believe I stated in my original post in this thread that the DM may need to restrict a character from doing something that upsets the players or DM. Banning the race/class/background outright is over the top and unnecessary.

I fail to see the difference, save that banning things that the DM feels are just not going to go in his/her game and/or are broken and will damage the game for everyone and doing so before the game even starts shows foresight in dealing with a problem so that it can never arise. To me, it's a no-brainer.

snobi wrote:
Dabbler wrote:


Because if you can still come up a concept you like that fits within the parameters given, you still have the opportunity of enjoying the game. Just because the DM says that drow are not a PC race doesn't stop you being any other kind of PC race, even if your heart was set on being a drow.
True, but if that was the only concept I was interested in, or if the DM has shot down all of my concepts, then my statement still applies.

That's fair enough, but your initial posts made it sound as if you would create your character before you even knew what the game was and then walk off in a huff if it didn't fit.

snobi wrote:
Dabbler wrote:


Further, all the players have a duty within the social group not to spoil one another's fun.
I agree that if there's something dark or whatever in my character's background that would ruin another player's fun if brought out into the open, that it's best not too bring it out in the open. But it can still be his background. If a player is upset because my character is an elven thief, I'm not sure what I'd do about that. I suppose I'd apologize for creating an elven thief, leave, and find a group where the players' and DM's fun isn't ruined by the background/class/race I select for my character.

Which is considerate of you, I suppose.

snobi wrote:
But a player may have no interest in relating to the campaign or linking their background to it.

Actually, if that is the case what are they doing asking to join the game at all? Engaging with the campaign is pretty much a prerequisite to get involved in it.


Dabbler wrote:
Actually, if that is the case what are they doing asking to join the game at all? Engaging with the campaign is pretty much a prerequisite to get involved in it.

What, pray tell, does the backstory have to do with engaging in the campaign? I could be a mass-murdering butcher and be a PC trying to save the world from some evil Sorcerer solely because I stumbled into a bar at the wrong(right) time. Or, I could be a 20 year veteran adventurer doing jack squat as the Sorcerer rules the world. Look the second back story fits, the first doesn't, but the latter isn't a PC.


Cartigan wrote:


Lillith said, explicitly, the DM has control over the character's concept. That is not remotely the same as having control over the game world.

It appears to me that you have a different definition for explicitly than I have because he didn't say that the DM has control over the character's concept, at least not in the passage you quoted in your initial response.


Bill Dunn wrote:
LilithsThrall wrote:


It actually, most certainly, -is- what I've been putting forward.

What I most certainly have -not- been putting forward is your straw man of the GM railroading the PCs.

Yes, I pretty much grok what you're saying. It's a question of absolute control. You're saying the DM has control over the rules, the players have control over participation. Everything else is negotiated, filtered, or otherwise mixed control.

I think you do understand what I've been saying, despite all the distortions and straw men that certain other posters are trying to throw in.


Bill Dunn wrote:
Cartigan wrote:


Lillith said, explicitly, the DM has control over the character's concept. That is not remotely the same as having control over the game world.

It appears to me that you have a different definition for explicitly than I have because he didn't say that the DM has control over the character's concept, at least not in the passage you quoted in your initial response.

Perhaps I do. I don't know how you define it but I define it by something being said word for word, like this:

Quote:
You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.


Cartigan wrote:
Dabbler wrote:
Actually, if that is the case what are they doing asking to join the game at all? Engaging with the campaign is pretty much a prerequisite to get involved in it.
What, pray tell, does the backstory have to do with engaging in the campaign? I could be a mass-murdering butcher and be a PC trying to save the world from some evil Sorcerer solely because I stumbled into a bar at the wrong(right) time. Or, I could be a 20 year veteran adventurer doing jack squat as the Sorcerer rules the world. Look the second back story fits, the first doesn't, but the latter isn't a PC.

I was responding to this comment, which was not necessarily about back-story but about overall appropriateness of a given concept to the campaign:

snobi wrote:
But a player may have no interest in relating to the campaign or linking their background to it.

This can include backstory, but is not confined to that, as the example of the computer hacker character in a low-magic game set in Imperial Rome circa 200 AD. There it is not just the backstory of the character that is out of synch with the setting, but the entire concept of the character from the ground up.


Cartigan wrote:


Perhaps I do. I don't know how you define it but I define it by something being said word for word, like this:

Quote:
You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.

And that does not word for word say that the DM controls the character's concept. In fact, the very next line Lilith's Thrall says:

Quote:
Likewise, the only thing [emphasis mine] the GM controls is the rules by which you play, not whether you will play.

That actually leaves character concept in the not strictly controlled area between player and GM. Certainly, the rules chosen by the GM will have an impact on the character concept, thus some control is exerted. But that's a far cry from the GM controls the character concept.


Dabbler wrote:


This can include backstory, but is not confined to that, as the example of the computer hacker character in a low-magic game set in Imperial Rome circa 200 AD. There it is not just the backstory of the character that is out of synch with the setting, but the entire concept of the character from the ground up.

In what way? What is the hacker going to do? Use his undying laptop to hack into the minds of the Gaelic warriors to stop their advance?


Bill Dunn wrote:
Cartigan wrote:


Perhaps I do. I don't know how you define it but I define it by something being said word for word, like this:

Quote:
You don't control your character concept. The only thing you control is whether you accept the opportunity to play under the GM's rules.

And that does not word for word say that the DM controls the character's concept. In fact, the very next line Lilith's Thrall says:

Quote:
Likewise, the only thing [emphasis mine] the GM controls is the rules by which you play, not whether you will play.
That actually leaves character concept in the not strictly controlled area between player and GM. Certainly, the rules chosen by the GM will have an impact on the character concept, thus some control is exerted. But that's a far cry from the GM controls the character concept.

If you don't control your character concept, there is no middle ground. So apparently, no one controls character concept. No character concept for anyone! The DM just tells you what you are playing and you roll dice.


Cartigan wrote:


If you don't control your character concept, there is no middle ground. So apparently, no one controls character concept. No character concept for anyone! The DM just tells you what you are playing and you roll dice.

Message board conversations get a lot easier if you don't intentionally(?) misinterpret the messages. If nobody's got exclusive control, that makes it all middle ground. Your interpretation that the DM just tells the players what they're playing is pretty much the direct opposite of what he's saying.


Cartigan wrote:
Dabbler wrote:


This can include backstory, but is not confined to that, as the example of the computer hacker character in a low-magic game set in Imperial Rome circa 200 AD. There it is not just the backstory of the character that is out of synch with the setting, but the entire concept of the character from the ground up.
In what way? What is the hacker going to do? Use his undying laptop to hack into the minds of the Gaelic warriors to stop their advance?

<facepalm>

If you literally cannot understand what is out of synch with a player wanting to play a computer hacker in a game set in a low-magic version of Imperial Rome, you have way more problems than I can possibly address in an internet post.


Cartigan wrote:
If you don't control your character concept, there is no middle ground. So apparently, no one controls character concept. No character concept for anyone! The DM just tells you what you are playing and you roll dice.

There's an increasingly smaller part of me that thinks you are actually engaging in this discussion in good faith. So, I'll try a different approach.

I have complete control of my body, right? So, does that mean I have the right to punch someone else in the nose? No? So, you're telling me that I don't have complete control of my body? We could go back and forth forever on this point.
At the end of the day, the campaign world is the GM's. The campaign world includes your character. No, you can't have a computer hacker in a "fall of the Roman Empire" setting if there is no plane hopping.
Get over it.
The GM gives you the rules of the game. This is like erecting a fence around a field. You can do whatever you want to do as long as you stay in that fence.

Now, frankly, it makes no sense for you to get all emotionally spun up over this. At the end of the day, you and I are unlikely to be in the same game and, if we are and I'm GMing, it won't do you any good to get all emotionally spun up over my game rules. I'll take that as an attempt at emotional manipulation and that just pisses me off.


Dabbler wrote:
Cartigan wrote:
Dabbler wrote:


This can include backstory, but is not confined to that, as the example of the computer hacker character in a low-magic game set in Imperial Rome circa 200 AD. There it is not just the backstory of the character that is out of synch with the setting, but the entire concept of the character from the ground up.
In what way? What is the hacker going to do? Use his undying laptop to hack into the minds of the Gaelic warriors to stop their advance?

<facepalm>

If you literally cannot understand what is out of synch with a player wanting to play a computer hacker in a game set in a low-magic version of Imperial Rome, you have way more problems than I can possibly address in an internet post.

If you can't understand my point and put forward a valid rebuttal, you aren't going to win the argument of "you can't play whatever you want!"

Dark Archive

Cartigan wrote:
Dabbler wrote:
Cartigan wrote:
Dabbler wrote:


This can include backstory, but is not confined to that, as the example of the computer hacker character in a low-magic game set in Imperial Rome circa 200 AD. There it is not just the backstory of the character that is out of synch with the setting, but the entire concept of the character from the ground up.
In what way? What is the hacker going to do? Use his undying laptop to hack into the minds of the Gaelic warriors to stop their advance?

<facepalm>

If you literally cannot understand what is out of synch with a player wanting to play a computer hacker in a game set in a low-magic version of Imperial Rome, you have way more problems than I can possibly address in an internet post.

If you can't understand my point and put forward a valid rebuttal, you aren't going to win the argument of "you can't play whatever you want!"

but you refuse to believe computers didn't exist in 200 ad, and no computers mean no computer hackers, means invalid concept.

not everything a player pulls out of their @$$ is appropriate for every campaign

RPG Superstar 2008 Top 32

Okay. I think this thread is done. Locked.

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