Scribe
Legend
Except for when your DM says "I'm going to run Shadow of the Dragon Queen" and you have to have to sit at home for months or even years until the DM finishes and picks a game that "fits".
Or you buy in. Yeah.
Except for when your DM says "I'm going to run Shadow of the Dragon Queen" and you have to have to sit at home for months or even years until the DM finishes and picks a game that "fits".
I don't see a way around that if you can't or won't game with anyone else, and won't run your own game, except trying to force the GM to run something else for you.Except for when your DM says "I'm going to run Shadow of the Dragon Queen" and you have to have to sit at home for months or even years until the DM finishes and picks a game that "fits".
My old GM once decided to run a game I didn't like, so I decided not to play. We still hung out socially (we were all friends), and a couple months later I got in on the next game. If I really missed playing and couldn't wait, I would have find another game for a little while.Or you buy in. Yeah.
My old GM once decided to run a game I didn't like, so I decided not to play. We still hung out socially (we were all friends), and a couple months later I got in on the next game. If I really missed playing and couldn't wait, I would have find another game for a little while.
Not that I've found. It's been pretty all over the place, with a few extremely restrictive DMs, a few very permissive DMs, and then a bunch floating around in the middle? I see a lot of focused games where there are thematic restrictions, or games taking place in homebrew settings that don't allow this and that races or classes. Or the ever-recurring "arcane or divine magic is hated, and you will be hunted" stipulation. Some are big on survival elements (and thus survival choices are favored). Just... all over the place.Is this a common sentiment in the D&D community? That if you're using the D&D game system, the setting should never place constraints on the "realities" of Class, Background or Species?
My old GM once decided to run a game I didn't like, so I decided not to play. We still hung out socially (we were all friends), and a couple months later I got in on the next game. If I really missed playing and couldn't wait, I would have find another game for a little while.
Absolutely. It can sting a bit knowing your friends are off having game night without you, and sometimes it's even worth it to bite the bullet and buy in just so you can hang out with your friends in a social capacity. But it's alright to sit out games you won't enjoy, both for your own benefit so you can spend the time doing something else you enjoy, and for the other players if you're the kind of person to cringe or make a snarky remarks whenever something about the setting you dislike comes up.Yeah, I used to game with some guys every weekend, then they decided to play a game I had zero interest in. So we didnt for a bit. /shrug
So, I'm not sure that many warlock players are truly that resistive. Also, part of any oppositional defiance may be hard wired into players' collective heads in regards to the whole adversarial patron- a common motif- and sometimes they may be too ready to jump to that. With a charisma based deal-making character it would be a common motif to try to gain the most power while spending the lowest input.So a spin-off question from another thread. This one about warlock pacts...
If the idea of making a pact with some supernatural power in exchange for power is a key part of the fantasy, why are so many warlock players vehemently against the notion of that pact ever being a part of the actual fiction of the game?
For example, if the patron makes a request or demand of the PC, the player can and will refuse. Or if the patron even threatens to undermine the PC's power, the player gets mad.
The pact is treated as entirely one-sided and permanent and anything suggesting otherwise is rebelled against or attacked.
So which is it? Is the pact the central theme to the character and should be included in the fiction of the game or is the pact simply a light coating of irrelevant story over the game mechanics that we should never really bring up?