And no, I’m not talking about Reed Richards. LoZ’s comment about a nightmare campaign with players brings up the old topic of campaign management.
Lot’s of GMs, old and new, tend to neglect this step. Usually, the group is a gathering of old friends, and inherent trust in the others born of this earlier relationship tend to lull the GM into a sense that “No matter what, these guys will make characters that’ll be alright.” But without actually setting some ground rules, these same GMs may find themselves in over their heads as they get some totally whacked out character concepts that are in direct opposition to their campaign ideas.
The result? And unhappy GM that might take it out on the player characters, and players who find that the game has suddenly shifted to an antagonistic Us vs. the GM sort of play.
So, how do you avoid this sort of scenario?