Rising Trend: Stat Restrictions & Thoughts in that Direction
Noticing a lot of RTJ's lately with something along the lines of the following statement: "I reserve the right to reject your character if it is too min/max'd." I've also noticed a string of games that are enforcing preselected stats. One was to the extreme of structuring your stats based on your selected class. For instance, Fighters were required to use a 14/15/13/10/12/8 style array and the Clerics were required to go with a 10/12/14/8/15/13 (Str/Dex/Con/Int/Wis/Cha for those who are curious). This is a single case, but I've also seen a game where the GM was allowing just Humans with stats of 13/13/13/11/11/8. No exceptions.
The common excuse is that the GM does not want to deal with any sort of "power gamer" that will "ruin" his game. Granted, I've been on the receiving end of that stick as the GM, but you can usually overcome it if you're clever (terrain, traps, weapon selection) or by talking to the player (asking for help in challenging his build or asking him to dial back a bit). And in the extreme case of someone that's there just to be a douche, goodbye!
To me, the predetermined and preallocated stats thing is really just a symptom of something else but more on that in a bit. First, as a player, I find this frustrating, because I'll have to hit level 12 sometimes to qualify for the Feats I want. And no offense, but RPOL GM's are notorious for dropping off the face of the earth at the drop of a hat. It seems so... weird to be so oddly restrictive about this. And that's probably because of how I tend to be as a GM.
Personally, I dislike the stat restriction method of controlling PC's. Certainly, having a standard array is fine when speed is the word in character creation. But in the case where speed is not essential, that level of restriction is the sign of a GM that is too focused on telling his story in his world on his terms. Maybe I'm just a little too different, but I've always been the sort of GM that loves to set a stage and let the players run off into whatever interests them. Your players are they to get enjoyment out of the experience as well, and they are just as important to whatever story you want to tell. I think a lot of otherwise good GM's lose out on this point when they start worrying too much about how "the players are going to ruin this story idea." Maybe your story idea isn't as good as you seem to think, or maybe you should go write a book instead.
There is a saying that "players will be players." Essentially, it means that a GM can count on his players to ruin his plans. And that's true, but the corollary is also true. The story will move in unexpected directions. My favorite example of this is a game I ran...8 years ago. I started with a group of heroes that were being revived from the dead as part of a prophecy and would have to face the trials to come. They were essentially enslaved to the Necromancer that had revived them. That's the stage I put them on. After ferreting out a coven of Hags that were about to enslave the goblins and put the area to war, they caught word of a hidden mage tower. This was meant to be a hook for later, but they decided to go haring after it right away. Caught me by surprise, but I let them run with it. After some shenanigans with a Golem, some kind of Ritual, and accidentally activating a piece of Magitech, they ended up time-travelling back to the period where they were meant to be much, much later. This was meant to be the portal to their final adventure circa level 14, and they found it at level 6. SO! What was I to do? Well, I ended that session right there, confessing honestly to my players that I didn't foresee this happening quite so soon, and starting coming up with a way out this. My original story idea for a band of heroes beholden to a Necromancer seeking to dominate their souls who would turn on him only to discover that he'd been secretly trying to rekindle an ancient war turned into said band of heroes getting tossed back into the era of the ancient war and turning it around from the get go by somehow finding a way to forge an alliance of Men, Gnomes, Drow, and Goblins instead. It was a fantastic game, and it never would have happened if I hadn't given my players enough rein to explore and develop organically. So, don't be afraid to let your players do what interests them. You'll often find that things turn out just fine, or take some truly fantastic turns that you could never plan or write.
Anyhow, those are some of my thoughts sparked by a trend I've started noticing on RPOL of late. I'd love to hear what others think.
@Mods: Wasn't sure if this should be in General or Community, so I guessed :P
This message was last edited by a moderator, as it was the wrong forum, at 20:31, Mon 07 July 2014.