Only 200? The Grand History of Eberron alone is like 500 pages all on its own.
Page count doesn't matter, the only question of importance is if the GM is allowed to say no or not. If the GM can say no then they have that option and the player needs to adapt their character to become acceptable to the gm's game or bow out themselves
Yeah, but Eberron also specifically says it takes multitudes and you can fit in whatever you like, so it's not using its length as an excuse to cut down on people's character concepts, which is the point being made.
Or it can be both. The two are not mutually exclusive. If that was the case, I guess when people play Adventure Paths they aren't really playing in your eyes.
Adventure paths are
scripts, not just
lore. And God help me, those generally have enough problems that you can find dozens of "How you
actually should run this" guides online.
Again, that was a hypothetical because people can't seem to answer a question. They have asked for nuance. They have asked for the why. I keep saying it doesn't matter, and that includes having 200 pages of lore.
We've asked for nuance because simply denying a player for no real reason other than "I don't want it" is really lacking as a reason. When I deny my players, I'll at least give them a solid justification as to why and still try to reach a compromise. The whole complete supremacy of the GM is very weird to me.
But since we're on that. Do you really believe at 200 pages of lore someone should stop investing in their worldbuilding? So all worldbuilders should stop. I guess Ed Greenwood should have stopped building the Forgotten Realms after year one. Here's the thing, some people like to dive deep. Others like to float around and never look under the water. Both are okay. Both can be fun. But neither one is wrong. If someone wants to dive thousands of feet down, let them. There are always areas to develop, ideas to navigate, and world logic to explore. And that is what it is for a DM who builds a world, an exploration.
I am adding this as an edit: Most of the great stories I have played in as a player have come from deep lore dives into a DM's world. I felt a great gravity on my character's shoulders because I felt the world, its cultures, people, and environments. I have had great stories without it too, but the gravity came from my character's feelings towards the other PCs at the table. When I had both, it was magical.
I mean, the Realms literally switched continents around to allow Dragonborn to come into the Realms, which tells me that, I dunno, maybe it
does have flexibility. It's not just about having 200 pages of lore, it's using that as the justification as to why one can't do something.
And I would say that my best stories have definitely not been
because players made deep dives on lore, but rather the players helping create something compelling with me. Lore is lore and it is a tool in a toolbox, but it is only one. I find it to be useful, but not something that has importance unto itself.
First, I don't see how it's much different than running a game in any other world built by anyone else. Are adventures in my home brew world really that different from games run in FR or Eberron or Darksun? As far as the campaign itself it's just like any other campaign. In my case it's a very open-ended game with the players always choosing the direction and what to pursue. I'm not telling "my" story any more than any other DM.
I don't have collaborative world building outside of minor stuff for character backstories because I've been using the same campaign world for a long time. I let people know before they ever join my game what the restrictions are they can always decide not to accept the invitation. While I enjoy world building I do it in service to my players and because I want depth to my world.
Hey, you do you. I'm glad you have a whole bunch of lore to draw upon and all that. Not that I don't make up my own, but I just don't see the point of me making up a bunch of stuff that may or may not come up. I just don't see the point of making the lore "inviolable" in some weird way. Like, retcons are a thing all the time in series, where new places are found, new dimensions created, new pathways discovered. You're saying there's no way to add something that you didn't conceive of before simply because you have all this lore in place?
As far as DMs telling their story, I've never run into it. Some DMs do linear campaigns and most published campaigns are pretty linear, but that's different.
lmfao I have absolutely seen it myself and I feel like there are dozens of D&D horror stories about it. The idea that you haven't heard tell of DMs who are just trying to inflict their own stories on people is kind of wild to me.
I was summarizing because it all just comes back the same arguments. Obviously there's more nuance and I didn't claim otherwise. But why is the player any different? They have a preference, I have preferences. Meanwhile I have a world I'm happy to run games in and most players, myself included, are quite flexible on what character they play. I don't have a take it or leave it attitude, I have a "This is my game if it sounds good come join us" attitude.
You like collaborative world building, go for it. I wouldn't want to play in that kind of game and no one over the decades has ever expressed an interest. If it was important to them, I might not be the right DM for them. I stopped trying to be the right DM for everyone a long time ago and I find that I'm a better DM for it.
I think it's not just about collaborative world building, but power dynamics. What is weirding people out is a GM just shutting down a character concept not because it's disruptive, mean-spirited, or something that has some sort of detrimental effect at the table. It's just "This doesn't work in my world" without any sort of real further explanation. Like, I've said no to people who want to do "Dwarves who really hate elves" because it starts as a(n unfunny) joke and inevitably becomes disruptive. But that's not just saying "No, it doesn't fit my world".
Maybe it's just stuff that helps me run a better game. We all have different approaches.
I think it's less that you have 200 pages of lore and more that you're using 200 pages of lore to cut down your flexibility. There should always be blank spots that you can write into, find exceptions, the extraordinary, the odd. The random Tortle that comes wandering out of the woods, whose story is waiting to be told.