Nope.And that's kitchen sink?
It's just expanding to match some of the desires of the new base.
Like I said, my home game has the Ginyu Force in it. Traditional races but they pose and blow up stuff.
Judge Dredd's there too.
Nope.And that's kitchen sink?
Nope.
It's just expanding to match some of the desires of the new base.
Like I said, my home game has the Ginyu Force in it. Traditional races but they pose and blow up stuff.
Judge Dredd's there too.
They aren't very good at climbing ropes or squeezing through potholes though...lol what? You know horses can go on boats, and climb up mountains, right? Especially horses as small as a 5e centaur.
And in your game that's perfectly fine.
It's not like WotC can come and force people to DM.
That is pretty sweet. Have some of the same players been playing with you for all that time? Is your entire world mapped out? I picture you having some amazing giant map of it on a wall somewhere - that would be neat to share if you are up for it sometime.
- I have an ongoing campaign world that I've been running for decades. It has an established history. I don't want to retcon that history to fit in a nation of race X
The multiverse is a big place. It's up to each table to decide what's trite or not, I suppose, and/or if "trite" even impacts the fun to be had. Tropes might be considered trite, but they can also be fun to play with. Or, wait, did you mean "before it becomes a triton"? Not sure I have a good response to that.
- How many times can you have a "one of a kind" or a PC from a "lost tribe" before it becomes trite? In addition, every time in history something really different shows up it's usually a creature from another plane of existence that is out to kill everyone. Tends to make people a bit paranoid.
You can also take the converse of this: if a DM can only envision their world with a limited number of playable races... you get the point. Please note I am not saying you personally are inflexible or unwilling. Just that the logic on this bullet point is faulty and ignores the baseline assumption that everyone comes to the table to play in good faith. Jerk players/DMs can ruin any game. You are clearly not in that category if you have had an ongoing campaign for decades.
- I don't see a need. If a potential player can only envision their PC as one race it indicates a potential issue of inflexibility and unwillingness to make a story that I and the rest of the group have decided to tell.
You of course realize you have the power right now to ax any of the races in your campaign fantasy world. A very specific plague that wipes out that fantasy race is one way. The converse is also true in that you, as the creator of the world, can add any race you want - maybe even one that fits your world's theme but won't appear in any official books until fall 2021.
- It's a simple preference. I personally have a hard time taking kitchen sink campaigns seriously. If I had to do it all over again, I'd probably consider axing a couple of races in my own campaign.
Of course, no DM can please every potential player. I don't think that should be anyone's goal. Players either buy-in to the campaign vision presented by the DM at session zero or a group discussion commences that pushes the campaign vision in a different direction before the characters are even created. Or, for players that might be invited to join mid-campaign, some negotiation might take place to accommodate said player in ways that don't break the campaign world.
- Last, but not least, I can't please everyone. For everyone that would want to play a warforged in my campaign, there may well be another person that thinks warforged don't belong in a fantasy game. If I try to please everyone that could potentially join my game it's guaranteed to fail.
Ah, so this is a question of what is good and poor practice by some objective standard, then. As opposed to, what works at the table to make an enjoyable game for everyone there. Nice to know DM'ing is subject to objective assessment by the hive mind.
Look, saying "every DM should be open to players' suggestions" is about as unobjectionable a statement as there can be; but also completely useless, as all motherhood statements are.
Saying "it's objectively bad practice for a DM to not advance reasons to their players about why a particular race is not permitted in their campaign", is just, well, a load of naughty word. It's a load of naughty word for my table, and that's the only table that matters to me. It's not as though I - or any other DM in the world - am being assessed against ISO 4623 Professional DM'ing Standards (2020 Ed) by the National DM'ing Complaints Tribunal.
If you've actually had a bad experience with a particular DM who's arbitrarily caused you great hurt and resentment by not letting you completely realise your amazing character concept, the solution is - as has been explained several times already - you and that DM don't get to game together. Damn. In the meantime, perhaps people should get down from their horses, get out of their trenches, and realise that this discussion is about feelings, and not objective measures of DM adequacy. Because there is no such thing.
Cheers, Al'kelhar
Seems like a pretty bright one to me. "Because I can" is purely a power play, banning something just to throw my weight around. "Because I don't like it" is about aesthetics and/or taste, it doesn't have to be a power play at all; it's not wildly dissimilar from "It doesn't fit the campaign I want to run." (There is a presumption there will be other campaigns.)
Exactly. And you have not given any indication of why any of those characters cannot be human.
I haven't seen anyone say that.
One. Only changeling is not in the core rules. And you know the main reason DMs say that? It's because they cannot afford to buy additional rules. You buy them a copy of the rules you want to use and they might let you play that character.
But you are assuming that this is something the DM suddenly springs on you. That's not going to happen, any more than they suddenly tell you you are playing Call of Cthulhu. You would be told the parameters before you decide to join the game.
No. That is not the way any DM here has set up that argument. You have the order wrong, which in any court case, is all that matters. Here let me retype it correctly:
DM: You can play A through L. 12 Races.
Player: I would like to play Z.
DM: No. You cannot play Z. I have (fill in the blank) reason.
Player: I don't agree. I want to play Z. If you don't let me, you are acting in bad faith.
That is how everyone here has set this up. You may not agree with their reasoning, but everyone has stated session zero has clear expectations. And I have not seen one person on here say "The DM doesn't need to have clear expectations. They can just decide whenever they want." Nope. Not the argument anyone has made.
And again. I posted this earlier and you answered. I asked what it is we are arguing. Do you see what @Hussar did.
- He turned this into an argument about how the DM should allow any race.
- Then when people brought up session 0 and said the DM set clear expectations (which is what happens prior to a year long campaign), Hussar claimed the DM should listen and accept the player's choice.
- A litany of reasons was given by DM's why sometimes that doesn't work, from physiological to magical to personal. If memory serves, you accepted some of those reasons.
- Then Hussar claimed DM's just weren't using their imagination enough if they limited things. Again, reasons were given by the DM's.
- Then Hussar removes session zero from the argument and says DM's are banning a race and it surprises the player.
- The DM's explain a hundred times that is not what is happening in the argument.
- Then Hussar says DM's are banning the race for purely personal reasons. So they are being a jerk.
The DM's could go through again the valid reasons, but why? I asked the specific question because I assumed this was going to happen. He would remove session zero or keep arguing the DM is acting in bad faith.
All this, despite the evidence presented by the DM's Guide, logical and sound reasoning, and yes, personal preferences. Because in the end, D&D is a game of individual tables, and those tables all play a little differently. And that is okay. It's just not okay with Hussar.
And now the argument changes again.
How is forcing the DM to DM a game that will not be fun, good practice?
No. The poor practice would be to force the DM to run something he doesn't like and won't have fun with in order for the player to play this fun concept, instead of that fun concept over there. The DM is not a slave to the players.
I don't know - you're the one guessing that people shouldn't trust each other because they don't know them.
Yes, they know and trust their GM - they know he's got reasons for things that he does and can host a good game despite house rules/restrictions/etc.
The question is: why would you not extend the courtesy of trust to the GM at the game store when they pitch a game? Why insist on going outside or contrary to their pitch? What intent would you suppose that implies to the GM?
I can't agree with this even as a matter of principle. Not caring overmuch about players' desires and fishing for players that want to play my campaigns suits my style perfectly. I couldn't possibly care less about whether this is "good for D&D" as a whole, because I'm philosophically opposed to seeing "the hobby" as some sort of monolith that can be improved or damaged by the things individual hobbyists do. We're not all playing the same D&D. We're not all even participating in the same hobby, not really.
Fundamentally neither. Impossible to judge absent context.
Now it's interesting that you bring this up, because I think it's tightly intertwined with the opposed set of (gaming) values and (gaming) ethics at play here. The statement that quantum ogres abrogate player agency is often made, but why is it so? What's the underlying principle that makes that "bad DMing"?
I would contend that "quantum ogres are bad" is a statement that only makes sense if you hold to the a priori principle that the game setting must in some sense "persist" (that seems a less fraught way of putting it than "exist") outside of the game. If your campaign setting exists only as a backdrop for the sake of the player characters—the only part of the game-world that ever "exists" at any one moment is the part the player characters are looking at—then everything is a quantum ogre; and whether you move a city or an encounter into the players' path doesn't really impact their agency because that kind of agency—the players' ability to explore a persistent setting and possibly avoid encounters through their decisions and actions—wasn't a meaningful component of the game to begin with.
But if you hold to the persistent setting, open world, sandbox ethic—pithily summarized by the phrase, "the world is the world"—then the DM moving encounters or map locations around behind the scenes, on a whim rather than according to procedure or logic, just because the DM can (and maybe wants to conserve prep work, and thinks it's okay because the players haven't been there yet to "fix" the location), or because the DM wants the players to have that encounter, is doing something verboten, a veritable robbery of the very game itself from the players. It is only in this sense, when operating under principles like this (they don't have to be this set of ethics exactly, just something analogous), that we can say that quantum ogres really do detract from player agency.
DMs who don't make room in their world for races they didn't plan for—"No, there are no tabaxi living in the blank spaces on my world map. No, not even on that far continent I haven't fully detailed yet."—are just adhering to this same sort of persistent world ethic writ large, combined with holding the "singular vision" as a value. (And good luck convincing someone that their values are wrong!) A DM who creates worlds in this manner is no more obliged to solicit player input than a painter is obliged to let an art critic touch up their canvas. For a DM like this, the singular creation of the milieu is one of the very reasons for playing D&D in the first place; and in that case, a statement like "If I didn't think of it, it's not in my world—because then, if I added it, it wouldn't be my world anymore" doesn't just make perfect sense, it's also a literal ethical principle for that DM.
I don't think we're as far apart as maybe you do. There may be things that cannot be adjusted to fit a campaign, and there may be things a DM can't make himself want to run. I think a DM saying "no" to something is more in good faith than saying "yes" and resenting every moment of it.I see quite a bit of difference. If it doesn't fit the campaign, then there are elements that don't mesh, that grind against each other. To reach that conclusion requires some thought and examination, and it is possible to take and adjust things to fit, because there is a measure.
"I don't like it" is closer to the arbitrary. Especially since, someone who is acting on a power play and throwing their weight around is more likely to ban something they don't care for rather than their favorite things.
Yes I have a big map that I had printed up and laminated at Kinkos so I can draw on it as events change. I even have my old colored pencil version somewhere but sadly my camera phone is fubar.Just a few responses:
That is pretty sweet. Have some of the same players been playing with you for all that time? Is your entire world mapped out? I picture you having some amazing giant map of it on a wall somewhere - that would be neat to share if you are up for it sometime.
Well, my campaign is based on Norse mythology so Yggdrasil (with a few minor tweaks) describes the planar system. In addition, unless you're Ratatoskr (the squirrel that carries messages) or a god traveling between planes is somewhat restricted. After all if you could just pop into Valhalla any time you want you wouldn't need the Bifrost bridge....
The multiverse is a big place. It's up to each table to decide what's trite or not, I suppose, and/or if "trite" even impacts the fun to be had. Tropes might be considered trite, but they can also be fun to play with. Or, wait, did you mean "before it becomes a triton"? Not sure I have a good response to that.
...
Which is why it's only an indication that there might be a problem if someone is obsessed with a specific PC. I've had ... bad experiences with that. Once bitten (or multiple times) twice shy.You can also take the converse of this: if a DM can only envision their world with a limited number of playable races... you get the point. Please note I am not saying you personally are inflexible or unwilling. Just that the logic on this bullet point is faulty and ignores the baseline assumption that everyone comes to the table to play in good faith. Jerk players/DMs can ruin any game. You are clearly not in that category if you have had an ongoing campaign for decades.
Yeah, I could. There's never been a big demand for it though. Other than half dragon, half vampire with a scarf that fluttered in the nonexistent breeze of course. A couple of people have asked about drow and moved on when I explained why they weren't a playable race. I made provisions for Eladrin and a Deva in 4E.You of course realize you have the power right now to ax any of the races in your campaign fantasy world. A very specific plague that wipes out that fantasy race is one way. The converse is also true in that you, as the creator of the world, can add any race you want - maybe even one that fits your world's theme but won't appear in any official books until fall 2021.
I also think this is pretty much a strawman. Do DMs really do this? I mean, I guess some DM somewhere might. Then the players leave and it's no longer an issue. Maybe it's a stickman? Might exist somewhere but so rarely that it's not relevant?I think someone banning things as a way to throw their weight around is more likely to ban things specifically because someone else likes them than because of their own preferences. I mean, that's kinda going Full Jackhole, innit?
Sure. I've seen it. I've seen far more instances where they never liked it, though. I'm willing to bet that's true overall.You know, people have put forth that a player running an idea they were not initially enthusiastic about have found that those characters became some of their favorite characters of all time.
The DM doesn't have the options to just switch games if they like more than one. A comparison to the player simply choosing another PC concept that they like, would be if the DM just ditched D&D and went with a different system they liked. That doesn't work.How are DMs different? Are DMs so perfectly aware of everything that they know with absolute certainty that because they think halflings look stupid a game that includes Halflings can never be fun for them? They can never enjoy the game at all, in anyway, unless everything inside that game fits their personal taste to the T?
Meh. 9 times out of 10(or close to it), they'll know. They know what they like and the long shot chance that they will suddenly like and enjoy that which they dislike isn't worth the gamble. Better to just choose a different PC concept that they will like.I mean, players can never know if they'll have fun, they need to just go forward and find fun, but DMs always act with perfect knowledge of how fun a certain game will be immediately.
If you want to force the DM to run a game that he isn't going to like...You know, you always default to that. "The DM is a not a slave to the players"
If there is no other way, they should be the one to leave the game. The needs of the many outweigh the one.You hold that if a player wouldn't have fun, they will leave the game.
Absolutely. The game is about everyone(including the DM) having fun.You also hold though that you would try and work with a player. So, just the idea that they don't initially like something isn't enough to drive a player away, you might try and help them find another way.
There is no "initially." They don't like it. This longshot idea you've concocted isn't something that should ever be relied upon. The vast majority of the time what will happen is that the game will start and run for a while, the DM will not like it after all, and have to end the campaign early. That's a far, FAR worse choice than just having the player pick something else fun to play.But a DM who doesn't initially like something and the player insists is trying to enslave the DM? Immediately, no questions? Because that is always your rebuttal, "The DM is not your slave".