Mark
CreativeMountainGames.com
diaglo said:back in my/our day....it was all home-brewed worlds. so i can't see how that is the case.![]()
except conventions of course.
Testify, Brother!

Rel said:You see, back in the day, we didn't have "campaigns", we had "adventures".
As diaglo was saying, for my part and back in the day, it was all about the campaign and adventures were something you had when you played in a tournament or as a pick-up game at Gencon. Dragging your baggage from one DM to the next was a definite faux pas.
tarchon said:Yeah, I remember it. It always seemed to make for some really goofy PCs.
"I'd like to bring my psionicist into your game."
"Well, we don't use psionics."
"She could be from another dimension."
"Hrm... uh... er.... I guess."
Or, as sometimes happened, halfway through a session that second sheet would come out from the folder with all of the extra stuff the player "forgot" to mention while you were approving the character for that game. "But my last DM gave it to me, so my character has to have this artifact!"

jstater said:When I began playing in the 1980's, D&D was still very much about dungeons. Greyhawk and the Known World were there, but took a backing role in the game to "the Dungeon". It was more about DM's inventing increasingly nasty dungeons, getting harder each level you went down, where characters would gain XP and treasure. Why were the monsters and treasure there? Didn't really matter. It was more roll- then role-playing, which was perfect for 12 to 15 year old kids. I think that this style of D&D has now been transferred to computer games, which are more prize- and combat- oriented. When a CPU is your DM, there's not usually much room for acting. This has left the pen & paper games more focused on playing a role and interacting with a world, thus making immigrant characters a less attractive (to the DM, anyways) option. Anyhow, just my opinion.
As much as it was about "the Dungeon" I think it was also about the characters' relationships with one another. An early game I remember at a game club I frequented back in the mid-seventies, one fellow insisted on playing both of his stock characters, one a fighting man fashion after Thor and complete with a returning hammer, the other a hobbit thief named Loki. Both were incredibly out of balance with the rest of the PCs but since we were playing in this guy's world, being run by one of his buddies (and several of his buddies took turns so that he could trot out his characters), there was not much else we could do. None of the other characters matter to him as long as he could lead the group, garnering the lion's share of experience and treasure. When some of us split off to game in a more equitable setting, he was quite put out.
Steverooo said:This happened all the time, and still does, today... Especially in online play. Since I have a character that I had to type in (again) at 7th level, I also have him at 1-6th, as well. Soon, I should have him at 8th, as well.
Online, especially, there is almost no difference between PCs created for this game, and ones imported from elsewhere... The only problems occur with "Prestige" Classes (which I avoid), new spells and/or Feats (likewise), DM fiats (special powers, etc.; which I note, but allow the new GM to disallow), the occasional differences in rules interpretations, and campaign-specific items. The only unavoidable problems are the rules interpretation types.
Since character development is a major part of the game, for me, creating new PCs for every game is detrimental to my enjoyment. If I have to create a new PC for a D&D game (when I already have one or more of appropriate level), it just isn't worth it, to me, to play. I'll just wait for another game...
And most DMs that I know would be fine with your choice of waiting...
Personally, I have usually allowed people to bring in characters from outside provided they didn't mind me taking the big red pen to their character sheet and crossing off the things that were not making the trip...and even adjusting the stats when they were too low or too high (compared to the group average).
But, I know plenty of DMs who feel that if they can spend hours and hours a week building a setting for folks to explore, then the least effort a player can make is to take the time to build a character specific to their world and based in part on whatever information the DM is giving as potential background fodder.
Frankly, as a DM, I can see both points of view, but when I play in a new game as a player, I always like to build a new character so that I am not hamstringing the DM with concepts from other games that might not fit the new game. And, no matter how much someone tries, some of that is going to seep through even when you do make new characters, but moreso if you don't.
To each his own...

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