For this, I think it varies by tables. Some players want to just show up, roll dice, and roleplay. They don't want to be part of the world building anymore than a reader wants to build the world of the book they are reading. They want to interact with the world. They want the ability to alter and shape it. They don't want to create it because it might spoil the mystery of exploring.
Sure, some players want to create, some don't.
But there are a lot of people here who are putting forth the idea that those players who might have an interest in creating are bad players because they are ruining the DMs perfectly curated world by trying to add something different to it.
Which seems like a very negative reaction to that kind of proto-DMing.
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Which part? The part where you laid enough restriction that you wrote half my character for me or the part where a character might be more than their personality and love of soup?
…And weirdly laser-focused on the least-relevant aspect of my argument.
The setup, I'll reiterate, is a D&D campaign set in a thinly-drawn generic fairy-tale kingdom. Ye Auld Castles & Princesses, Shrek-land, however you want to characterize it. Using the original D&D rules, but with no playable elves, dwarves, or hobbits, so that just the fighter, mage, and cleric classes are available. I said that I could run this campaign, and it would not constitute me creating the characters for the players. Because of course it doesn't. Hell, I'll even go one further and assert that there are still an infinite variety of playable characters with this setup. (This, despite the fact that the number of possible attribute score arrays are technically finite.)
The point is that you don't need cultural differences to make different characters any more than you need mechanical differences.
Yeah, I'm focusing on the part of your set-up that you clearly did not understand or communicate well.
Heck, you want Shrek-land? Let's see we have Shrek and his Swamp, Farquad and his kingdom, Happily Ever After ruled by Fionna's Father, Camelot.
That is already four different sections of the map with four different cultures. And those are just the big ones I remember off the top of my head.
So, when you said "Monoculture" you didn't mean that. Without a Monoculture or a single kingdom that rules everything, you have a much wider set of options.
Heck, you want Ye Auld Castles & Princesses? The Knights of Camelot went to
different lands constantly. Many had interactions with Fey Courts or foreign knights. Which gives us options, other cultures and ways of thinking.
And this was the point, if you take out a dozen options to narrow down on one option, then you need to make sure that option has enough details and hooks to replace the options you took out.
Not even a little bit relevant to whether two characters who share a race, a class, and a culture can be different characters. You straight up asserted that King Arthur's knights are all the same guy (bwuh!?) and that Ancient Greeks don't count because reasons. How about Robin Hood's Merry Men? We'll even leave out Friar Tuck (cleric) and Alan-a-Dale (bard). Are the rest of them all the same character because they're human, English, Christian, and basically all fighter/thieves to one degree or another? Locksley, Little John, Much, Will Scarlett?
You don't get to answer by asserting "not a D&D campaign," because that's not relevant. It easily can be. Easily. (Does nobody here remember the AD&D 2nd edition green-cover HR series of sourcebooks?)
And you keep ignoring that they all come from different places.
You want to say that the Ancient Greeks should count for a monoculture, but you named men from Three different Kingdoms. Again, you might as well say that all Europeans are the same and that France, Germany and England have the same culture. It is insultingly untrue, so I don't get why you keep putting it forth as your argument.
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This could not have been said better.
Also, for those who disagree, I would ask to turn the coin. What if the DM comes up to the player and says, no you need to play this background and class? Would any player be okay with that? (I actually might because I trust most DMs.)
There are rules to the game. And, in part, those rules imply different roles for the people at the table. The player is not meta-cognizant of the setting, nor should they be. The DM is. The player controls his character's actions within the realm of the rules and setting. The DM does not. The player gets to create their character within the rules and setting. The DM does not.
I find myself confused by this post. You say that the player gets to create their character, and yet you are also asking (and saying if you would be okay with) a DM coming up to a player and telling them what their Background and Class has to be?
I might listen to a DM, if they had a very incredibly good reason for it, but if they just said "Trust me, it will be awesome if you play an Urchin Wizard" I'm going to press for a lot more information, because that is a major ask from a DM.
Hmm... I haven't seen anyone object to compromise. What I have seen is people object to something that does not fit the setting/theme that they worked hard to develop.
Compromise implies something on both ends, does it not. If I had a player that really wanted to be a dragonborn, and as a DM there was no room for it. Then I would point them to a culture that is similar. And then, we could work on a backstory together. If the player really likes the idea of a breath weapon. Sure, we can incorporate that into your character. Maybe you carry around oil flasks and a quick lit lighter and spew your fire a few times a day. If the player really likes the damage resistance, we can figure something out.
In return, the player needs to compromise, and say they are not a 6' tall dragon.
That is compromise. I do not hear any DM in here objecting to that.
Then you have been missing a lot of posts in this thread. Because a lot of DMs have had "No, I am the Ultimate Authority of the Game and if I say no it is no, and that player can either do something else or leave."
No. You definitely should expect an answer. I haven't seen a DM in here that wouldn't give an answer. For some, it might be vague, such as "story purposes." (I think that is what someone said earlier?) Others might give you their world guidebook and explain the map in great detail. And others fall in between. But, yes, they should give you an answer.
I was thinking about how I do one offs - anything goes. It gives players a chance to explore different combinations and just have fun with no commitment. Kind of like a one night stand. Then, contrasting that to a campaign, where the DM has put a lot more hours up front (for some), and the players have to make a long term commitments. Kind of like a long term relationship. I guess one has more rules in order to be sustaining.
I believe it was
@Paul Farquhar most recently whose answer was "Because I am the DM" which is not an answer. So again, you seem to have missed parts of the conversation here.