DM rejects coworker's D&D character for policing other players
A Dungeon Master (DM) recently shared why they refused to invite a coworker to their Dungeons & Dragons game. The potential player proposed a character that clashed with the game's core principles. Instead of collaboration, the coworker wanted to enforce strict rules on others under the guise of faith.
This story highlights a common challenge for DMs—spotting problematic players before they disrupt the game. Many rely on early conversations to assess whether someone will fit in at the table.
The coworker pitched a devout Christian holy warrior who would police other players. In taverns, the character would forbid drinking and insist everyone follow his god's commandments. The DM quickly realised the concept lacked depth beyond controlling others.
The game's true appeal lies in its openness: *'You can do anything you can imagine—and the world will react accordingly.'* But some players misunderstand this freedom. They assume reckless actions will have no consequences, or they try to dominate the game rather than contribute to a shared story. For this DM, the red flags were clear. The coworker wasn't joking, and their character had no personality beyond enforcing rules. Many DMs face similar issues, from chaos-obsessed players to those who treat the game as a battle against the DM. A pre-game discussion, called a *Session Zero*, helps set expectations and avoid conflicts. The *Dungeons & Dragons* community supported the DM's decision. Players and DMs alike often mentally run through a *Session Zero* when they spot warning signs in early chats. Transparency about boundaries prevents headaches later.
The DM's choice to exclude the coworker reflects a wider understanding in the community. Problematic players can ruin a game, so early screening matters. By sharing such experiences, DMs help others recognise when to say no—and keep their tables fun for everyone.