D&D 5E What is the appeal of the weird fantasy races?

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The DM gets overruled if the group wants to overrule them. The DM is one player at the table. The end. 🤷‍♂️
If I was the DM and the group said "lets us play X or else" I would simply not run the game. If one of the other players wanted to DM in my place I would stick around to be a player in whatever game they want to run. If not I would go find new players.

As DM I am not a clown there to put on a show for the players. I'm allowed to enjoy the game too!
 

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If I was the DM and the group said "lets us play X or else" I would simply not run the game. If one of the other players wanted to DM in my place I would stick around to be a player in whatever game they want to run. If not I would go find new players.

As DM I am not a clown there to put on a show for the players. I'm allowed to enjoy the game too!

Yeah this is pretty much my counter arguement. You can DM instead.

I've pulled the plug before, interviewed the players, ditched 3/6 of them recruit replacements start again.

Sometimes things don't work out.
 

Tough luck for the player I guess.
Not really.
If a player is unwilling to play the campaign the DM wants to run and how he wants to run it, then they will not play.
Lolololololol

nope. The DM, like everyone else at the table, will continue the conversation about what the campaign will be and what is included. If the player is being a jerk, the whole group will shut them down, and if the DM is being a jerk, same thing. By the end of the conversation, we will have a campaign and characters ready to go. 🤷‍♂️
This is the big bad internet.

People have opinions that are different than yours.

Rule 1:
Never take anything personally.

I don't know them, they sure as hell don't know me.

People will judge, they will insult.

So what.

Like water off a ducks back brother.


Rule 2::

Always assume no negative intent unless it is very explicit.

The written word can be horrible at conveying tone and inflection.

Especially when people are typing out reply's on the fly.
Oof. This is...bad advice. Start to finish.
If I was the DM and the group said "lets us play X or else" I would simply not run the game. If one of the other players wanted to DM in my place I would stick around to be a player in whatever game they want to run. If not I would go find new players.

As DM I am not a clown there to put on a show for the players. I'm allowed to enjoy the game too!
What a weird direction to take a reply to what I said!
I can’t really figure out how you even got to any of this overwrought nonsense? Genuinely, the hell are you talking about?
 


In a given session of D&D , I reckon most of our table look about the same on all of that.

Well, no one in my group agrees with you that it’s rude to correct an erroneous ruling. We all see it as helpful, and if the DM says they know but are ruling differently in this instance because it makes more sense to them, we shrug and move on.

However, before I even get into how else my table differs from yours, let me make clear my actual point.

It doesn’t matter how the game is run at any given table. In literally any voluntary group activity, any authority granted to an individual within the group for the context of the activity is an authority that exists only as the group allows it. Period. This is literally not a thing that can rationally be argued against. It is objective fact.

Now, in your game there is a a standing agreement that the DM has that authority in the context of the game. That’s great for your group. If your group changed its mind on that, however, the nature of DM authority in your group would thus change.


That said, I also don’t buy that there is still any especially shortage of DMs. IME, that is a thing older gamers say, not something I see many younger/new gamers say. However, even if it were true, it would only mean that in the group consensus seeking system, the DM has the most individual leverage by dint of being hardest to replace. IME, most people play with friends, however, and don’t think of eachother in such terms.

Now, I have had DMs who insisted on the authority you’re talking about, and literally told one of our members* to stop trying to rules lawyer and respect the DM’s authority, because she pointed out an obvious misunderstanding about how damage on ranged attacks worked in 4e (he thought that you didn’t add Dex to damage. Not a houserule, just wrong about what the rule was), which was pretty detrimental to her character. I, veing the most outspoken and comfortable with confrontation of the group, told him not to speak to another player at the table like that, and he tried to pull the DM is God card, and got laughed at. He got mad, we told him to drop the power trip, he got more mad, we told him he could take his notes and minis and go find another game. Another time we kicked a DM out of the campaign when he tried to take someone’s character sheet and rip it up when the character died.

Both times, we continued the campaign without the DM.

The DM isn’t more important than the players. I say this as the person who DMs most in my group, and the one with the most time spent DMing for strangers in public, including at my library and local cons.
Well, depends on the nature of the erroneous ruling. How do I know the DM is not changing things up to work better for their intentions. They may have a reason for it. It is not my place to interrupt their game and second guess them. I am player in the world they are creating. Why would I want to ruin that by forcing my ideas onto them?

I don't know what you mean by shortage of DMs. I've never implied any kind of authority by scarcity. In fact I've stated clearly that many players in my game DM, themselves. I afford them the same respect and authority that I expect when I DM. I think there are tons of DMs and tons of players, too. I personally feel pretty blessed in that I have never felt like I ever had a shortage of players to play in the games I run, or DMs to run games for me to play in.

Your anecdote is unfortunate. That sounds like really poor DM'ing.

I apologize because I think I've failed to communicate something that I assumed. I was assuming that the DM and all DM's I play with understand the fundamental basics of the rules. If Dex adds to ranged damage or not is such a fundamental that it should be brought up and resistance against such as a DM would be a poor choice of action. If a DM doesn't have an understanding of the rules and makes mistakes with basic rules elements, then I'm more up front about it. Heck... I have a combined 30 years experience with B/X, 4E, and 5E and I still make rules mistakes (I often get the rules systems mixed up). I'll happily take a rules correction from a player in that regard.

I'm talking about changing things like magic effects or monster abilities and so on that are more under the purview of the DM. Things that are expected but not pure rules. Things like these Trolls are not vulnerable to fire (maybe this DM has different Trolls in their game).

These are elements up to the DM and under their control. I don't have a right to second guess them.

When a person steps up to DM, they become the most important person in the group. The very fact that they are running the game makes that true. It is their campaign and their time to take the wheels (so to speak) and make the game their own.

You are right in that this doesn't give the DM the right to be an a$$, but it does give them the right to make final rulings and determinations. It gives them the right to arbitrate the game, which is the fundamental duty of the DM.

If you don't accept the authority of the DM then how do your games go?

I think I'm missing something. I have trouble understanding how a game of D&D can occur with the players not accepting the authority of the DM to run the game. I know there are some story games and rpgs that are DM'less... do you use elements from those?
 

Well, depends on the nature of the erroneous ruling. How do I know the DM is not changing things up to work better for their intentions. They may have a reason for it. It is not my place to interrupt their game and second guess them. I am player in the world they are creating. Why would I want to ruin that by forcing my ideas onto them?
Well that’s just a preference thing IMO. I’d rather field the question (“isn’t XYZ the rule?”) than continue misremembering a rule that affects a PC or situation.
I don't know what you mean by shortage of DMs. I've never implied any kind of authority by scarcity. In fact I've stated clearly that many players in my game DM, themselves. I afford them the same respect and authority that I expect when I DM. I think there are tons of DMs and tons of players, too. I personally feel pretty blessed in that I have never felt like I ever had a shortage of players to play in the games I run, or DMs to run games for me to play in.
That wasn’t directly about anything you said, sorry I was unclear. I was suggesting that the only path to authority I can see for DMs is via scarcity, as folks keep harping on the whole “the DM’s game, the players can walk if they don’t like it.” Thing, which seems to rely on the idea that DMs are scarce.
Your anecdote is unfortunate. That sounds like really poor DM'ing.
Well, it was pretty normal IME for DMs who aggressively insist that their “word is law”, in the sort of phrasing and such used by certain people in this thread.
I apologize because I think I've failed to communicate something that I assumed. I was assuming that the DM and all DM's I play with understand the fundamental basics of the rules. If Dex adds to ranged damage or not is such a fundamental that it should be brought up and resistance against such as a DM would be a poor choice of action. If a DM doesn't have an understanding of the rules and makes mistakes with basic rules elements, then I'm more up front about it. Heck... I have a combined 30 years experience with B/X, 4E, and 5E and I still make rules mistakes (I often get the rules systems mixed up). I'll happily take a rules correction from a player in that regard.

I'm talking about changing things like magic effects or monster abilities and so on that are more under the purview of the DM. Things that are expected but not pure rules. Things like these Trolls are not vulnerable to fire (maybe this DM has different Trolls in their game).

These are elements up to the DM and under their control. I don't have a right to second guess them.
Sure you do. You’re part of the game. If you choose not to, that’s perfectly fine, and social norms and ettiquetewill differ from group to group, of course.
When a person steps up to DM, they become the most important person in the group. The very fact that they are running the game makes that true. It is their campaign and their time to take the wheels (so to speak) and make the game their own.
I have...a very visceral negative reaction to this sentiment. I am a socialist, and that may be related, but...no. Absolutely, unwaveringly, unmovably, uncompromisingly, no. On this we will have no common ground. No one is most important. Period.
What’s more, it is the groups campaign. It may be my homebrew setting, but once I agree to run a game in it the campaign that results belongs to everyone in the campaign.
My least favorite player behavior is a persistent reluctance to add to and change and genuinely impact the game world, including at the worldbuilding level, btw. Don’t tell me you want to play an elf, talk to me about the person in your imagination and where they come from so we can create or discover their home together. They’re a Knight? What if their order like? Secular or religious? What gods or rulers do they serve? Are there several related orders? Do they compete?
A player sometimes has a backstory that benefits from me coming up with most of the details, so the player can discover it themselves, but when the game takes us to Whitestone by the gods I want to hear from Percy what Whitestone is like.
You are right in that this doesn't give the DM the right to be an a$$, but it does give them the right to make final rulings and determinations. It gives them the right to arbitrate the game, which is the fundamental duty of the DM.

If you don't accept the authority of the DM then how do your games go?

I think I'm missing something. I have trouble understanding how a game of D&D can occur with the players not accepting the authority of the DM to run the game. I know there are some story games and rpgs that are DM'less... do you use elements from those?
We just play the game. I’m confused by the question. D&D literally runs exactly the same at all times except when there is a conflict that isn’t resolved with a quick exchange*, at which point the conflict resolution is different.

The process before the game starts is where the difference is biggest. In my group, a DM coming to the group with a “take it or leave it” campaign ready to play, with no room for player input on the world (I want to play a guy who is from this sort of kingdom and where bards have this social role inspired by pre-Christian Irish bards) because it’s all set in stone already, as some folks here describe, just...would never happen. It literally just isn’t a thing.

We would tell the DM no, and they would either compromise or not run a game in the group.

And that very much includes me as the most regular DM, in spite of the fact that I am probably the least conflict avoidant person in the group, and the most confident in social situations.

if I propose a houserule that no one else likes, they will simply tell me no, and that’s that. The idea of insisting on my “ultimate authority” just feels...I really don’t want to offend anyone here but...I have a hard time seeing it as anything but a small guy trying to tell me how big he is. I don’t need to have everyone bow to my authority, I already know how strong I am. Not saying you or anyone else is doing that, it’s just how I would feel, and it’s relevant to the few aggressively “God DM” types I’ve met IRL.

maybe I’ve met, and dealt severely with, too many bullies in my life, and my view of social authority is colored by that. Maybe I’m so much a socialist that the idea of singular authority in a group activity is either laughable or offensive to me, depending on the context. Idk. (In D&D its laughable, not offensive, btw)

I just can’t fathom the need or desire for the DM to be seen or treated as extra special and very in charge. It’s...wholly alien to me.

I’m genuinely sorry if any of that offends. I’m not saying that you see DMing any sort of way, I’m just trying to explain how I feel about the idea of trying to stand over the table as an Authority Figure, when I know I have no need to do so in order to run the game.

I mean, when I set a DC or tell players that they can’t break a momentarily inconvenient rule, the players accept it. Because I’m the game POTUS, I have the veto.

But I only have the veto because we all agreed to give the DM the veto, and they can overrule me if they feel the need. And if I’m a player, bet your ass the DM will be overruled if we feel the need to, and bet just as surely that I’ll bite my tongue and abide by the consensus if I’m shut down by the group because I’m alone in my objection.

Because the group as a whole is the only Ultimate Authority.


*quick exchange meaning soemthing like “isn’t the rule Xyz?”
“Is it? Tell ya what we will say it is for now, John look it up since your turn won’t come around for about 4 turns?”
“Already on it, but I think Drew is right.”
Or
“Isn’t the rule XYZ?”
“It is, but it doesn’t really make sense for this situation, so I’m gonna run it this way instead if there are no objections.”
“That’s fair, it would be kinda weird to run it RAW, now that I think about it.”
 


Well that’s just a preference thing IMO. I’d rather field the question (“isn’t XYZ the rule?”) than continue misremembering a rule that affects a PC or situation.

That wasn’t directly about anything you said, sorry I was unclear. I was suggesting that the only path to authority I can see for DMs is via scarcity, as folks keep harping on the whole “the DM’s game, the players can walk if they don’t like it.” Thing, which seems to rely on the idea that DMs are scarce
Understood. I think of the whole concept in the opposite. There are so many people interested in playing D&D and also so many people interested in running D&D that it makes sense to take the high way.

I run my game if you don't like it you can walk... and find another DM that suits their needs better. Likewise, I'm sure to find players that are cool with the way I want to run. I know for certain locations and demographics it doesn't seem like this, but I contend that if you look, you can get the group that works for you and you can afford to let walk those who don't.

Well, it was pretty normal IME for DMs who aggressively insist that their “word is law”, in the sort of phrasing and such used by certain people in this thread.

Sure you do. You’re part of the game. If you choose not to, that’s perfectly fine, and social norms and ettiquetewill differ from group to group, of course.

I have...a very visceral negative reaction to this sentiment. I am a socialist, and that may be related, but...no. Absolutely, unwaveringly, unmovably, uncompromisingly, no. On this we will have no common ground. No one is most important. Period.
What’s more, it is the groups campaign. It may be my homebrew setting, but once I agree to run a game in it the campaign that results belongs to everyone in the campaign.
Fair enough. I don't share the same socialist approach to D&D but I'll respect that you do.

The only comment that I make is that although I am the primary DM in my group, others in my group also DM. We each have our own campaigns and each have different characters in different worlds. We each DM our campaigns separately in our own way. For me, this adds variety in that we each have our own unique approach to the game.

For me, it is the individual orchestration of each DM running their game, the way they want to, that makes each campaign interesting and unique. It is because my campaign belongs to me and others campaigns belong to them makes each campaign engaging and fresh. They are an extension of the DM's approach and personality and their autonomy in executing these campaigns make it such.

Without that autonomy and authority, a DM can't impart their own personality and creativity in making the game their own.

I believe in a more individualistic approach to the game. A person running D&D makes it their own by the very nature of running it. Their own approach informs the campaign and makes it unique. No campaign can ever be the same because different people run it. Twenty DM's can run Lost Mines of Phandelver and each will provide a completely unique and extraordinary experience because the DM orchestrates the game in their own unique way with their own authority.

I'm currently running LMoP and I can 100% absolutely guarantee you that my run is unique and has never been done before.
 

Well 5E was designed to appeal to everyone.

Only 4 core races.

Just gave to find a DM offering something close to what you want.
Let me just shut that nonsense down now, then, before it starts to overwhelm the conversation.

Elves are freaks too.

(Which is my tongue-in-cheek way of saying, where on Earth did I ever mention Tolkien races or a "core four" in relation to that post? Oh, right: I didn't. You just assumed that's what I was talking about.)
Umm, just a couple posts above yours is @Zardnaar saying core 4. Note, while I did quote you in my post, it's not like you are the only person posting in the thread.

And, frankly, as far as pedigree goes, again, many of the anthro races have pedigrees just as long as Tolkien races.

As soon as you start looking at various folk tales - Fox, Coyote, Monkey, Crow, just to name a few off the top of my head, are all anthro fantasy characters with thousand year pedigrees. Never minding Narnia which has all sorts of anthro races that certainly counts as just as pedigreed as Tolkien, no?

Like I said before, it seems that folks read Tolkien and then figure that that's the be all and end all of fantasy. It's pretty limiting to my mind. My fantasy reading is a lot broader maybe. One of the earliest fantasy novels I remember reading was Andre Norton's Quag keep with it's lizard folk character. I've ALWAYS wanted to play a scaley folk in D&D, but, for some bizarre reason, we're only allowed to have Tolkien races in the PHB. Good grief, even after forty years, we need disclaimers in the PHB that non-Tolkien races might require DM's permission to play.

That's just sad how hidebound gamers really are.
 

Umm, just a couple posts above yours is @Zardnaar saying core 4. Note, while I did quote you in my post, it's not like you are the only person posting in the thread.

And, frankly, as far as pedigree goes, again, many of the anthro races have pedigrees just as long as Tolkien races.

As soon as you start looking at various folk tales - Fox, Coyote, Monkey, Crow, just to name a few off the top of my head, are all anthro fantasy characters with thousand year pedigrees. Never minding Narnia which has all sorts of anthro races that certainly counts as just as pedigreed as Tolkien, no?

Like I said before, it seems that folks read Tolkien and then figure that that's the be all and end all of fantasy. It's pretty limiting to my mind. My fantasy reading is a lot broader maybe. One of the earliest fantasy novels I remember reading was Andre Norton's Quag keep with it's lizard folk character. I've ALWAYS wanted to play a scaley folk in D&D, but, for some bizarre reason, we're only allowed to have Tolkien races in the PHB. Good grief, even after forty years, we need disclaimers in the PHB that non-Tolkien races might require DM's permission to play.

That's just sad how hidebound gamers really are.

They tried something different, blew up in their face. It's not like you could play goofy races that much in 4E either as finding a DM was semi impossible.

The goofy races exist but they're opt in.

Even saying no to PHB races can get you insulted. Got called a fun Nazi two weeks ago for considering saying no to Dragonborn. I rotate stuff can be one atm, next game maybe.
 

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