As long as players are at the table to game well, they understand and appreciate the mood and goals of the table and they're not there to make it about themselves, then I'm good.
The PC is yours to create - I'm not going to restrict you based on what the adventure or the game needs to function. You want to create a pacifist in a combat heavy game? You go for it. That's a challenge to me as the GM and THAT'S WHY I GM.
I GM for the challenge of doing things differently, being as spontaneous and creative as I can be. And other players should be the same, and adapt to the wildcard in the group because that's what makes the game fun and challenging.
So you want to create a combat-inclined character in a investigative mystery game? Cool! the sparks that will fly as other PCs try to keep that character in check, and for me to adapt the adventure to suit, is creatively challenging and should create some amazing moments.
There shouldn't be a 'requirement' in character creation, or PCs shouldn't be expected to function in a way that suits the game and group. It should be challenging, and as long as the group is good with it, and expect some turbulence, then a great game can be had with PCs that go against the grain. I don't want cookie cutter characters with specific roles in the group. That's a board game with set outcomes and definitive goals.
I want to tell a group story, and the best stories come from peculiar situations that are faced by characters that defy expectations. And it's fun for the players, too. They get to play what they want, and the others get to shine as they react to each other.
It's as much about the group dynamic and the relationships they have as it is about the unfolding story.
And I hate to tell a player 'you can't do that' when we're creating characters. Yes, I'll step in when things get insane or ridiculous, but I'll be damned if I step in because a player is being creative.
Create what you feel, what you're comfortable with. Don't let the game dictate what you play, even if the nature of the game requires specific types of characters. ESPECIALLY if that's the case.
Make it a challenge, not just as the GM but as a player, too. That's what gives an RPG fire.
I wish more game designers and GMs shared this view.
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