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biotinker | 4 months ago

I actually think that a role playing game is exactly the soft of situation where this is in fact reasonable.

There is a lot of mythology about gods walking among men, hiding their true nature, etc. And more recent examples include the TV show Lucifer.

Someone wanting to roleplay that sort of being is entirely plausible. Without knowing the person's personality (which you presumably did) it's hard to say whether they would have genuinely wanted to do that or if it was an excuse.

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JoshTriplett|4 months ago

Yeah, if you have a huge amount of trust between player and DM that can work. There are both in-game and out-of-game ways to manage issues if they arise: in-game a DM can always limit or restrict something after the fact, out-of-game a problem can spark a conversation and ultimately a D&D game is a set of people who voluntarily get together and play.

(That said, another approach is to have a conversation about "what are you trying to achieve", and find a way for everyone to have the fun they'd like to have without risking something game-breaking.)

joe_the_user|4 months ago

As GM, I strongly disagree. Any player who wants a character with "I can overrule the GM but I will do that only occasionally" power is a very big red flag. A D&D game isn't a mythological story or TV show. It's a community told story where one character having an "OP" (over powered) character basically destroys the balance between player and GM as well as between player and player, both of which are extremely important.

To make it clearer, the players and the GM will be struggling against each - in a controlled way, yes, but also a meaningful way. I'm not a super deadly GM but players will be risking death in at least low-key way and so everyone will sooner or later be "using everything they have".

Edit: basically, saying "this rule/power/etc exists but won't have an impact" is more or less saying that the "rules aren't serious", in either the 'Chat Control' or the DM situation. But the very nature of rules is that we wouldn't have them if they weren't serious.

biotinker|4 months ago

I of course agree that the player should not be able to overrule the GM. I don't think that was the situation here.

If you're playing an off-the-shelf campaign this is problematic. If the GM is creating the game as you go, then a good GM should be able work with the player to make this reasonable. The GM can always use GM-power to prevent a player from doing something, even if it involves a literal hand of God reaching down to stop them.

A conversation with the player beforehand to make sure you're on the same page about this sort of thing would go a long way. Let them know under what circumstances you're willing to allow them to use whatever the power is. Let them know the consequences if they don't follow those rules.

Unlike with ChatControl, a D&D game is a situation where the necessary trust is able to exist.

An example: agree the player character is some trickster djinn sent from another plane to learn to be a human and how to trick people. They have immense cosmic powers of life and death, but as part of being sent over, they can only use the power for immediate comedy. Violations result in the djinn getting yanked back to their plane and disincorporated.

Boom done. Now you have a massively OP character that can only use their power in humorous situations that don't affect the storyline, and if they try to abuse that then that's instant-death.

LordDragonfang|4 months ago

While I agree it's a red flag in many cases (power gaming is an issue), I think you already provided an adequate justification for it yourself: ttrpg play is a community told story. While you may want to play a type of game where the DM is always fully in control, I've played at tables where the DM intentionally gives up some of their control to the more experienced players, sharing the load of creating the world. There are even whole systems where this is an intentionally encouraged mechanic! Even giving overpowered stuff isn't fundamentally different from a DM dropping in an overpowered DMPC to help step in when the players need something.

D&D is intentionally a collaborative story, and it shouldn't be out of the question for players to collaborate with the DM. Focusing on "the balance between player and GM" is great for a dungeon-crawl style game (which I would argue is the only thing 5e is actually designed for, and is poor for what most people try to use it for, but that's a whole other rant), but putting too much focus on it in a more roleplay-centered campaign can lead to a very adversarial relationship between players and the DM. If you have great players, you should trust them to collaborate with you, not just opposed to you.