DMs are wary of giving power to players, partially because few DMs can prepare for or react to players with too much freedom and partially because players are guaranteed to abuse it. This is why wishes are granted so rarely, why campaigns tend to end when PCs ascend to godhood or gain their own kingdoms, and (in part) why low-level campaigns are so much more common than high-level campaigns. I’m a little less concerned about this than most, I think, and a lot of that is the social contract we have; my players want to play in the game, so anything that dramatically disrupts the game violates their own interests. But it’s also because I like seeing what players do with power. Per the above, I’ve granted wishes, I’ve made PCs into gods, and I’ve only spent more time on low-level campaigns because my players haven’t requested high-level ones. But my capstone is probably the time I game my party immeasurable, universe-rending power, but didn’t tell them they had it, just to see how long it would take them to figure it out and what they would do once they did.
Let me tell you about the principle of explosion. Continue reading