EzekielRaiden
Follower of the Way
So, before I write any of my usual excessively-long answers, @Maxperson , I would like to ask a simple and straightforward question.
Are you asserting that any case where someone has such an assent power is, by definition, an example of absolute authority? Even if that assent authority, if denied, would mean the end of the relationship involved?
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Edit: To add a little bit of extra contribution to the thread overall, since I really do want to focus on productive stuff here rather than all the useless bickering, I have a question for all of the DMs out there who are skeptical of players who come to the table with character ideas before they know about the campaign.
Why do you, as DM, bring so many hard-line no-debate ideas to the table first? Do you truly never seek out ideas or suggestions from your players on the kind of world they would like to see? It just baffles me that so many think it's patently ridiculous for a player to bring world-building contributions to the table, yet also that it's patently ridiculous for a DM to NOT bring an EXTREMELY DETAILED world that apparently breaks at the slightest addition of something just beyond the horizon, variably known about but not often discussed because it's From Over There.
When I built my world, I actively sought out player contributions, because I know I'm not talented enough to fill an entire world with ideas. I regularly seek out advice from other DMs too, but my players are my primary source because they're the ones that will be impacted by it. As one example, when building this world originally, I had a player who wanted to play the Grim World "Slayer" class--which kinda straddles the line of Evil stuff and thus could be a ProblemTM--so I asked him how the character gets his killing fix. He proposed that he was more of a monster-hunter than a murderer, which made a lot of sense. We collaboratively built an idea of "hunters in the waste": wandering hunters, neither Nomads proper nor City-Folk, who stalk the sere landscape hunting the dangerous beasts that dwell in the wilds, both a boon and a headache for the many merchants who own a private estate in the middle of nowhere. Without that player's input, a significant (albeit not necessarily vital) portion of my campaign world simply wouldn't exist.
Does this really happen so rarely? Do DMs really get so attached to a single setting of their creation that they never try anything new or solicit player involvement for new ideas, elements, etc.?
Are you asserting that any case where someone has such an assent power is, by definition, an example of absolute authority? Even if that assent authority, if denied, would mean the end of the relationship involved?
~~~~~~~~~~~~~~~~~~~~~
Edit: To add a little bit of extra contribution to the thread overall, since I really do want to focus on productive stuff here rather than all the useless bickering, I have a question for all of the DMs out there who are skeptical of players who come to the table with character ideas before they know about the campaign.
Why do you, as DM, bring so many hard-line no-debate ideas to the table first? Do you truly never seek out ideas or suggestions from your players on the kind of world they would like to see? It just baffles me that so many think it's patently ridiculous for a player to bring world-building contributions to the table, yet also that it's patently ridiculous for a DM to NOT bring an EXTREMELY DETAILED world that apparently breaks at the slightest addition of something just beyond the horizon, variably known about but not often discussed because it's From Over There.
When I built my world, I actively sought out player contributions, because I know I'm not talented enough to fill an entire world with ideas. I regularly seek out advice from other DMs too, but my players are my primary source because they're the ones that will be impacted by it. As one example, when building this world originally, I had a player who wanted to play the Grim World "Slayer" class--which kinda straddles the line of Evil stuff and thus could be a ProblemTM--so I asked him how the character gets his killing fix. He proposed that he was more of a monster-hunter than a murderer, which made a lot of sense. We collaboratively built an idea of "hunters in the waste": wandering hunters, neither Nomads proper nor City-Folk, who stalk the sere landscape hunting the dangerous beasts that dwell in the wilds, both a boon and a headache for the many merchants who own a private estate in the middle of nowhere. Without that player's input, a significant (albeit not necessarily vital) portion of my campaign world simply wouldn't exist.
Does this really happen so rarely? Do DMs really get so attached to a single setting of their creation that they never try anything new or solicit player involvement for new ideas, elements, etc.?
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