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<blockquote data-quote="Buttercup" data-source="post: 3044749" data-attributes="member: 990"><p>I don't speak for anyone but myself, but frankly I am confused by this question.</p><p></p><p>Are you really saying that you let your players use any race, any class, any PrC, any feat they can find? If that is what you're saying, then I can't fathom how your campaign could have anything approaching coherence? Are there plot threads that carry over from one session to the next? Do you use published settings? Published adventures? Randomly generated adventures? How does such a campaign work? </p><p></p><p>Restricting the options available to the players isn't controlling; rather it can and does set paramaters for the campaign's internal logic. For instance, I once ran a campaign in which there were no elves, but there was a nation of half-elves. How could this be? Everyone in the campaign world knew there had been elves in the past, and knew they had vanished, but beyond that all anyone had were legends & rumors. The half-elven kingdom was created in a way not unlike the real world state of Israel, to give formerly oppressed peoples a place to call their own. (The half-elves were the result of an elven slave breeding program, before they all mysteriously vanished one day.) So in this case, why would I allow a player to create an elf character? Or take a prestige class which is restricted to elves? Obviously I would not. Neither I nor my players saw the ban as me being controlling. Rather I was limiting their options to set the flavor and tone of the campaign.</p><p></p><p>This sort of thing seems so self-evident to me that I am certain I must be misunderstanding your point in some fundamental way, Gold Roger.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 3044749, member: 990"] I don't speak for anyone but myself, but frankly I am confused by this question. Are you really saying that you let your players use any race, any class, any PrC, any feat they can find? If that is what you're saying, then I can't fathom how your campaign could have anything approaching coherence? Are there plot threads that carry over from one session to the next? Do you use published settings? Published adventures? Randomly generated adventures? How does such a campaign work? Restricting the options available to the players isn't controlling; rather it can and does set paramaters for the campaign's internal logic. For instance, I once ran a campaign in which there were no elves, but there was a nation of half-elves. How could this be? Everyone in the campaign world knew there had been elves in the past, and knew they had vanished, but beyond that all anyone had were legends & rumors. The half-elven kingdom was created in a way not unlike the real world state of Israel, to give formerly oppressed peoples a place to call their own. (The half-elves were the result of an elven slave breeding program, before they all mysteriously vanished one day.) So in this case, why would I allow a player to create an elf character? Or take a prestige class which is restricted to elves? Obviously I would not. Neither I nor my players saw the ban as me being controlling. Rather I was limiting their options to set the flavor and tone of the campaign. This sort of thing seems so self-evident to me that I am certain I must be misunderstanding your point in some fundamental way, Gold Roger. [/QUOTE]
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