I think it's time I went back to beginning; this may be a long post, so beware. It will, however, explain why I have decided it is time to redraw the lines my games are built on, and why it doesn’t work when they are crossed too often.
I think I was nine when I got the D&D Basic Set. It had a reddish box and came with Keep on the Borderlands, what I thought was the coolest module ever at the time. I don't know if I played right away, but I read all the stuff over and over. I ran as a player under my brother Todd for a few sessions. I ran a game for G and another friend or two, badly.
Eventually G and I started looking for games in town, as we knew we weren’t doing too well figuring it out on our own. We found one at the public library. We heard it had 'the best DM ever' and looked forward to playing. I made a character. In the 2nd room, I died. I rolled up a new character. In the third room, I died again. For some reason or another, I wasn't having a lot of fun. The DM kept telling me what my character was doing, and even still, my character kept dying. That was the last time I played that game.
I found another game not long after, and it was the opposite experience. I got magic items and loot by the truckload. I was fighting demigods after around 4 weeks of playing. I'm surprised I didn't give up D&D completely after this game, because there was something just as wrong with this game, even if I couldn't name the problem at the time (Monty Haul).
Still, I loved D&D and was desperate to play. I ended up rolling up a character and putting myself through Keep on the Borderlands and some of the Expert Modules I had acquired by this time. Funny, it was more satisfying to do that than it was to play in the 2 real games I had. I bought a ton of 'choose your own adventure books', including the advanced kind where you actually had to have dice to go through the books. I still have those books on my bookshelf (-1 that is lost). I kept thinking D&D should be a place to do anything I could think of; however, for some reason, every game I got into pushed my character into directions I didn't want to go and that didn't feel right to me.
I think I gave up for a couple of years, frustrated by my inability to find a good group. Around 7th grade, I decided to try DMing again. G played, and our friend Ralph, and Andrew (G's brother), and maybe Sean. It was the first game, at least for me, that clicked. We still fumbled through the rules, still made our characters a little wrong, but for the first time, we 'played' D&D. I made the world and the players made the story.
Based on my early frustrating games, one of the first things I decided was that players had to be allowed to do what they want. The thought was not as codified then as it was years later, or today, but I knew instinctually the players needed freedom if it was to thrive. I think it was around 15 when we had our first 'memorable' games. G created Lord O' Leisure and Banzai; we had started playing 2nd Edition at this point, and were exploring the original Unearthed Arcana book that had the cavalier and barbarian in it. I was making my own maps, npc's and monsters. Some good, some not, but they were all my own.
During the next 5 or 6 years I learned a lot about how I wanted to run a game, and how not to run one. I had my first rules-lawyer play, and it ruined a lot of sessions. The immortal words 'I don't think my horse reacts that way,' were first uttered. A player was trying to charge down a hill into the middle of a throng of bad guys; he wanted to hook his horse up to the drawbridge in the middle of this fight and pull it down or something. Anyhoo, something very complex. I told him to roll a reaction for his horse due to the smell of blood and the sight of monsters. The horse became skittish and wouldn't charge down the hill. My player didn't think this was the right reaction, and we spent the next 2 hours arguing about it.
I added 'no rules lawyers', to my list of gaming requirements.
When I left college and moved in with my first fiance, G, Tina, Jon, Kenny and I started our first 'hardcore' campaign. I introduced a brand new world and invented the 4 races of elves. G created Na'ag, perhaps the most memorable character I have ever played with. The players interacted on a level I had only hoped for. They became part of the landscape, part of the storyline. They interacted with psionic town sheriffs and queens. They lit 25% of a continent on fire, and it burns to this day. They averted a war, and started one. One became a loyal baron to the rodent-queen, and the others turned evil. They had lands, and vineyards, and men-at-arms. The baron bartered for an Iron Golem to protect his lands. The necromancer flew on a not-so-well-crafted undead manticore that could only stay 5 feet above the ground. The female cleric had a giant bunny named Fiver.
And it all worked, because we spent all our time playing, and none of it arguing. More than once, rulings made up on the spot were accepted, and in some cases became house rules.
Eventually that game ended and I started my period of moving around. I didn't play for 4 years until I moved to Bowling Green, KY. I found a group, but they already had a DM, so I tried to play once more. This time, the story was much better and the DM knew what he was doing, but it was still not 'my' story or the way I liked to play. The DM had the storyline all planned out, and it was simply up to the players to implement that storyline. I rolled up a pacifistic psionic monk, and the DM couldn't adapt to my playstyle.
Eventually I stopped playing and let everyone know why. They asked me to DM another game with them, and I did. It was fun, except for the other player that was the DM in the first game was a rules lawyer, and wanted to argue everything I did. Again, we wasted a lot of hours we could have been playing. Eventually that game came to an end also, due to personal reasons.
2 years later I was playing Magic the Gathering in a local store and some people started asking about D&D. I said I would DM and teach them to play on a few very simple conditions. The main condition? No rules lawyering. I explained that I did things different from many DM's and asked if that was ok with them. They all agreed and we started to play. We had a good run and the players got to about 8th level in their first campaign. Interest died down and we quit playing.
A year later we started a new campaign, my current one. My new world was a radical idea, and one I didn't know if it would work. I explained again that the world had what it had in it, and that the players would be outgunned almost all the time and that sometimes the party might have to run instead of fight.
We hadn’t played for 2 hours before we had our first argument. A player didn’t like the way Alfamane reacted to him. Time wasted: 3 hours. A player didn’t like it that his temple was taken over by a demon: 5 hours. Argument over the nature of magic and the planes: 4 hours. Polymorph and hp’s: 2 hours.
This last session I made the decision darkness imposed a –4 attack: 30 minutes (that was 2nd edition rule; new rules say you get concealment 5...guess what that equates to? -4 attack). Centaur not having enough hp (refer back to Polymorph discussion): 20 minutes. And these were just the memorable arguments. There have been plenty more about spells, magic item creation, and just recently, whether or not players should be able to alter their characters mid-campaign from 9th level fighter/clerics to 9th level monks and psions.
And then a complaint after I spend 2 hours of my personal time working up a major npc that my lich shouldn’t have a +5 ring because ‘Tobias the person’ gave it to him because I have a psychological need to win. Dude, wtf? Please tell me what you would find acceptable for a 140 year old 16th level lich to have, because I’m curious now? +3 gauze armor? A wand of butterflies? Do you know what an average 16th level fighter would need to hit the lich’s huge 27 armor class? BAB +16, +5 strength, +2 bulls strength, +2 sword. Hmm, sounds like a 3 or better. Add in weapon specialization and greater weapon specialization and the fighter only misses on a 1. And that is somehow broken and the only reason I gave it to him is because I have psychological issues? You need to step off, because you’re talking about things you have no idea about. You even suggested I need to roll randomly my creatures' stats and items. Do you have any idea what you’re suggesting? If you want a random world go get some graph paper and start rolling; I can point you to some great monster and treasure generators. I don’t remember anyone complaining about the powerful staff of thunder and lighting Gribble has. Is that too powerful for a 9th level character? How about Tina’s sword? Never heard an argument about that. A bauble that holds a pixie and resurrected someone? Not a peep.
You can’t have it both ways. Either a DM has the power to create a world, the creatures, and the items in it, or you go play Baldur’s Gate. Did you write emails to the designers complaining that the dragons were too tough in the game? Did you complain that your character couldn’t open every lock? Heck maybe you did. I just did what everyone else did if something was too powerful. Go get a few levels elsewhere and then come back and fight the harder monster.
I have never once said it was unacceptable to argue a point, and I appreciate that at least all this came about out of session. What I have said is that it is unacceptable to rules lawyer, and that’s what y’all do, every time we play. You say you are ‘beyond 1st level play’, whatever that means. What that really sounds like to me is that you have stopped playing D&D for the characters and the story, and started to play it for the little +4’s and +5’s on your character sheet. You’ve played how many 1st level characters in your life? Two, three? Maybe four? That hardly qualifies anyone as an ‘expert’, because all it shows is you’ve missed the point of the game.
Every game is different, as is every character. You want a 9th level monk? Then earn it through playing a monk for a year and learning what it means to be a powerful monk. Being a 9th level fighter/cleric in no way earns you the right to a 9th level monk, or mage, or anything else. It doesn’t earn you the right to skip playing lower level characters ever again. What it earns you is a 9th level fighter/cleric who is adored by kobolds, respected by goblins, hated by trolls, befriended by ogres and is a hero to his town. No more, no less. Those relationships don’t form if you don’t play levels 1-8. And if you don’t have those pivotal relationships, you don’t have a character, whether he is 5th or 15th level. Because a character is not about the numbers, it is about the time you have spent playing it.
Heck, you should go read Rodney’s blog, as he is starting a campaign where the characters don’t even get to start as 1st level anything. They start as commoners and have to work up from there. That is brilliant, and that is D&D at its finest. Starting a 9th level character from scratch is not D&D, at least not the way I will play it. A 9th level character is a hero. If you didn't play to get him there and he shows up fully formed, he is a hero without a story.
I failed, somehow, to instill the viewpoint that the game is more than the numbers on the page, because all everyone thinks about now is ‘my character isn’t powerful enough.’
It hit me on my way to work this morning the main crux of this. This party is having the same issues I had when I started playing all those years ago. You feel constrained, for whatever reason. So what did I do when I felt constrained? I stopped playing, and started DM’ing. If you really feel that so much is wrong with my game that you all feel the need to argue about it all the time, then you need to be a DM. Make your own rules. Give the lich his Gauze Armor and a 16 AC and 14 hp. Have Papa Smurf come out and hand everyone 25,000 exp for defeating Gargamel the 2nd level cosmetician. Whatever you want.
And it will be right, because it will be your world, that you can run as you choose.