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<blockquote data-quote="Jester David" data-source="post: 7531494" data-attributes="member: 37579"><p>Sure. The DM should <em>try</em> and find a way to work the concept into the world. </p><p></p><p><strong>But</strong> if the DM can't find an easy way that doesn't involve compromising their world, it's up to the player to accept that and move onto the next character concept. After all, if you can't play the character you really want... so what? There'll be other campaigns. Dozens of them. Save the concept. Revisit it later. If it's something you're passionate about, you'll still want to play it in six months or a year. If not, you wouldn't have been happy being locked into the character anyway. Find another one you want that does fit the setting. </p><p></p><p>Or even—and this might be dramatic and shocking—read the DM's world guide and make a character that explicitly works in that campaign setting.</p><p>Here's the thing: if you embrace the tropes and tone the DM wants for the world... the result is a better campaign. Because the DM feels the players are working with them and gets to tell the stories they really want, and isn't forcing themselves to make a campaign they don't really want to run. And your character is not constantly presented as an outsider that doesn't fit the world, but an integral part of the setting. </p><p>Ask questions about the setting. Find something that interests you. Find a goal that inspires you. A knightly order you can dream of joining or a quest you want to fulfil or an evil wizard-king that could have killed your family and you want to dethrone.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7531494, member: 37579"] Sure. The DM should [I]try[/I] and find a way to work the concept into the world. [B]But[/B] if the DM can't find an easy way that doesn't involve compromising their world, it's up to the player to accept that and move onto the next character concept. After all, if you can't play the character you really want... so what? There'll be other campaigns. Dozens of them. Save the concept. Revisit it later. If it's something you're passionate about, you'll still want to play it in six months or a year. If not, you wouldn't have been happy being locked into the character anyway. Find another one you want that does fit the setting. Or even—and this might be dramatic and shocking—read the DM's world guide and make a character that explicitly works in that campaign setting. Here's the thing: if you embrace the tropes and tone the DM wants for the world... the result is a better campaign. Because the DM feels the players are working with them and gets to tell the stories they really want, and isn't forcing themselves to make a campaign they don't really want to run. And your character is not constantly presented as an outsider that doesn't fit the world, but an integral part of the setting. Ask questions about the setting. Find something that interests you. Find a goal that inspires you. A knightly order you can dream of joining or a quest you want to fulfil or an evil wizard-king that could have killed your family and you want to dethrone. [/QUOTE]
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