If you really need the point to be spoon-fed to you, okay. Some of us keep brining up elves in CoC and dwarves in V:tM to drive home what is to us an obvious and absurd contradiction. If you do not mind a group of players with no elves in their Cthulhu game and you do not mind a group of players with no dwarves in their Vampire game, you do not have any grounds on which to take issue with a group of players with no elves or dwarves in their D&D game. This—
—is not a sufficient reason to just outright assume or expect the presence of elves, dwarves, wizards, or even dragons. There are more ways in heaven and earth to play D&D than are dreamt of in your philosophy, and if you do not like other people playing D&D without the dragons (or whatever), tough noogies. You're not the D&D police.
There are so many examples swirling around my head, but perhaps this one really helps drive the point home.
I went to Origins, and I sat down to play my first ever game of Warhammer Fantasy. The guy running the game was excited, and it was just the two of us, so we got to chatting. He said something about why Warhammer was one of his favorite systems.
"No matter how strong your PC is, you can still be killed by a rabid dog in an alleyway."
DnD doesn't do that. It doesn't deliver that experience. It really can't. I don't fully buy the position I saw some time ago that every character in 5e is a regenerating Demigod, but if a DnD character encounters a monster, there is an expectation that they will survive and the monster won't.
And I know, "well in my game..." I know people use the gritty rest variant, and run with half hp, and send monsters of double the normal CR and all that, but when run in the standard manner, with the normal rules, a DnD party finding a werewolf or a zombie or a vampire is going to likely end up killing the monster. That is the experience DnD promises. And as part of that experience, your character is defined by two things, three in this edition, but since second edition at least, it has been two things.
Your Race
Your Class
Just like no one is complaining that you can't get a touchdown in baseball, no one is complaining that the game designed to be about Vampires and their political machinations focuses on Vampires. Just like no one is complaining that the Skip card can't be used in Poker, no one is complaining that a game about human's encountering knowledge man is not meant to know, in a desperate stop gap measure to take one more breath of air before we are dragged under by an uncaring universe, focuses on that story.
Because that would be to go against the very design of the game.
But DnD?
DnD is a game about a group of adventurers going on adventures, and those adventurers come from a wide variety of backgrounds and skills, and they encounter other races and creatures and fight them.
And the game has always, in every edition, offered a wide variety of playable races. You can say that there are more ways to play DnD, and you may be technically correct, I could make DnD a game about political intrigue and land management and run an entire campaign with not a single sword swung or spell cast. But at that point, I've thrown out everything except a handful of skills and the d20, and if I'm not using 85% of the rules, am I playing DnD?
What is the point of playing DnD to run an Arthurian, humans only, land management game? Or to run a miniatures mass combat game? I can imagine doing it, but why? There are other tools that serve that story far better than DnD, and you've thrown out everything that makes DnD DnD.
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D&D is a game that includes fantasy races, it’s not really about that. Excising some of them doesn’t make it any less D&D.
The player characters? Usually a variety of races, we do say "the core four" after all, not "The core humans"
The Enemies we fight? Dragons, Drows, Gnolls, Orcs, Goblins, Giants, Demons, Devils, Illithid, Beholders? They are all fantasy races.
When you realize that the vast majority of the game is about fantasy races, and the rest seems to be about classes and combat, I find it hard to believe that getting rid of them doesn't start to affect things.
And, even you immediately recognize that getting rid of all of them would make it less DnD. And the original point being discussed was that if you took out 20 things.... you should probably make sure you add at least 20 more details to the things that remain. If the Forests, Plains, and Mountains are empty of all races and monsters, the Seas and Underground better be teaming with more hooks than a fishing competition, because you removed a lot of content, so you had better have put that extra design space to good use.
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Yeah, sorry, not everyone sees D&D as a genre, they see it just a rule system among many others. It has rules for a lot of stuff, and not everything needs to be used any more than everything GURPS has rules for needs to be used in in one campaign.
And what is a rule system for?
Do you have rules for breeding an army? Raising Taxes on imports of Olive oil? Maybe rules for resolving a horse race that you bet on?
DnD is a rule system with a purpose. A goal. It isn't so open that it can literally be anything, and in fact, a lot of us find the points where it falls flat on its face aggravating for the uses we want to put it towards. After all, I'd love to actually be able to be an alchemist, discovering new potions and running a potion shop. Can't do that in DnD though, not without a lot of 3pp supplements.
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I'm still not getting it.
The argument seems to be "people expect D&D to have elves". Fine. So if I say, "my campaign of D&D doesn't have evles", then you know not to expect elves. Just like you know not to expect elves in Call of Cthulhu.
And yes of course the players can just walk. As can the DM. What else is there to say? The DM should allow elves even if they don't want to? Why? Are they being paid? If they don't have to run the game unless they choose to, then everyone involved, players and gms can set whatever conditions they like. What else is there?
If the GM has some kind of moral obligation to include elves, what is it based on? Fidelity to corporate branding? Some kind of weird semantics?
No. Go back and read the original point.
"My campaign doesn't have elves"
"Okay, what did you add to replace that design space"
That was the initial question. That was the thrust. But people immediately go to "why do you care if I take out elves, I don't have elves in Vampire the Masquerade, what's the difference?"
Well, the difference is, we are playing DnD not Vampire the Masquerade. And you had to take something out of the game, not add it in. Those are big differences. Entirely different game, with entirely different goals, and you are talking about taking an aspect of the game out instead of adding a foreign element in.
So, can we stop bringing up V:TM and CoC and SW and M&M. They aren't DnD, so I don't see why they have any bearing on DnD, unless we want to say that DnD is so generic that it has zero identity in the gaming market, and can be just as easily used to run a Pulp Comedy Anime Girl adventure in space as it could be used to run a dark and gritty kingdom building game.
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Words cannot express how sick and tired I am of the contention that "D&D is its own genre"—to say nothing of the pity I feel for those who seriously believe it.
So you can run a Bishouji Anime Dating Sim game, complete with various affection scores, in core DnD?
Or maybe a world builder where you are a god working your way through the evolutionary chains to build a space faring empire and conquer the galaxy?
After all, if DnD is a generic rule set that can do anything, then it can do that, right?
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More options being good is completely subjective, though. I hate Sushi. Those options are not good for me. People have the option to sell feces in all manner of ways on street corners. Those are not good options. Whether options are good or bad and how many are good or bad is completely a matter of opinion. That makes
@Jack Daniel correct in his statement that they are not a
universal good. To be a universal good, more options would have to objectively good and we know that simply isn't the case.
You don't like sushi? But Jimmy does. So the game allowing a sushi option is good, because it gives Jimmi an option that he wants to utilize.
And you got whatever it is you wanted.
The issue is that a lot of people seem to think that the game is better if the things they don't like aren't in it. Because they don't want those things.
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Right, and free verse is always better than metered poetry because the latter is just stuffy, old-fashioned, and restrictive.
Ever wonder why both Free Verse and Metered Poetry exist? And Haiku's and Sonnets? And Lyrical poems?
It could be... that options are good.
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The very idea of negotiation assumes an existing group to begin with.
Consider the following situations:
- GM puts out a request for interest to a variety (let’s say between 12 and 20) gaming friends and acquaintances on Facebook.
- GM puts an add for players on Roll20
- a new player joins an existing group.
- GM in a long-term group of friends most of whom are also GMs pitches an idea for a new game.
- Players in an existing group put out an add for a new gm in meetup to take over running a game at their house.
The social situations in all these are wildly different.
Which one of those scenarios is the one where you don't have to listen to people? The one where you can just make demands of them and their time?
Because it seems that aspect of it is fairly universal. In fact, the only one of those that the DM telling the player a flat out no from the outset even makes a lick of sense is the third one. In that last one the GM saying "it is my world" gets them fired.