Lago PARANOIA wrote:What do you as the game designer do about players who insist on playing intentionally narrow concepts when the game provides and should require otherwise? See, that's where the DMF part came in because they're the clearest example of this problem WRT D&D. Which most people play. Personally, I say that the game should implement some kind of DM-initiated punishment. Or cutoff from reward. Which is the same as punishment.
At game time, what you do is to engage these guys with stuff from outside their zone of confort. This is how you "punish" them. Except you're not actually punishing, you're providing roleplaying opportunities, which is just one of the MC's jobs anyway.
Before the game even starts, you have a choice of telling these guys to play something else or not playing with you. Seriously, this is how you
fix this thing you keep calling a problem. If you personally don't like some kinds of playing styles, you're free to not associate with people who enjoy them. What's bad it's you trying to turn your personal pet peeves into general principles.
Now I'd like to point to that "cutoff from reward" thing you say. That's some pretty bizarre thing to say regarding a RPG. The "reward" of playing D&D is that you have a good time with your friends. Consider two parties: Party A is cleric, wizard, druid and sorcerer. Party B is fighter, rogue, barbarian, cleric (which, given the other guys, is obviously a healbot). If D&D was a videogame you could win, everybody would be right to point and laugh at the huge failure Party B was bringing to the table. But since it's not, both parties may be, in fact, enjoying the same rewards from the game. That an adventure designed for Party A would trucidate Party B isn't even a problem because Party B isn't even invited for it.
I get the constant idea reading the "but the DMF can't even play!" that D&D is a videogame and you're only getting your bucks' worth from it if you win it at 100%, nightmare mode and unlock all the Achievements. I even get that Party B in the example above will never actually be playing in what is the the conceptual high level of D&D
and I'm okay with it because high level D&D is crazy town, and not everybody can stomach it.
Once I destroyed an "epic campaign" (15th starting level) that one of my friends tried to DM, when I showed him on the very first scene how my wizard would solve the presented "mystery", in two rounds (Discern Location + Teleport Without Error, for those curious). That guy had come with a 3th level adventure concept and made the mistake of packaging it as a 15th level adventure, and I can't even blame him, because basically the only place you see "D&D high level adventuring" is on D&D proper. Mostly all the fantastic fiction (CRPGs, books, comics, manga, whatever) there's around display low level adventure concepts, possibly re-skinned to look epic.
TL;DR: While flexibility = good as a matter of principle, the actual flexible classes in D&D play way above the confort level for some people. This is yet another argument for why DMFs (or in the general case, characters with a narrow focus) aren't a bad thing, per se. Not everybody can stomach being the wizard or the non-healbot cleric.