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General Tabletop Discussion
*TTRPGs General
Are your players usually ok with restrictions?
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<blockquote data-quote="Dykstrav" data-source="post: 5849149" data-attributes="member: 40522"><p>My current group doesn't have a problem with restrictions, but I've played with many, many people over the years for whom "restrictions" are a four-letter word.</p><p></p><p>When I restrict something, it's usually to fit the theme of the campaign. In a recent campaign, I've disallowed PC druids and discouraged barbarians because a nation of evil druids and barbarians were the campaign's major villain organization. I do have broad restrictions too though--for example, I don't have halflings in my homebrew setting. To me, they are just too Tolkien-esque. I also run games set in Greyhawk where everything goes, so the few people that want a chance to play halflings get it there.</p><p></p><p>"Restriction" is also a spectrum. I've played in games where the only allowed player resource was the core <em>Player's Handbook</em> and they have been just as fun as wide-open games. I've also seen groups where the players select whatever they want and they can be just as fun. I don't think that munchkinism is an inherent part of having character options... Although munchkins often do rush to use new supplements (probably to use the cool new stuff before it gets errata).</p><p></p><p>There are some players that rail against restrictions... But you can use that to your advantage. If no one wants to play a cleric, you can announce that clerics are restricted or banned and suddenly get four people clamoring to play one. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5849149, member: 40522"] My current group doesn't have a problem with restrictions, but I've played with many, many people over the years for whom "restrictions" are a four-letter word. When I restrict something, it's usually to fit the theme of the campaign. In a recent campaign, I've disallowed PC druids and discouraged barbarians because a nation of evil druids and barbarians were the campaign's major villain organization. I do have broad restrictions too though--for example, I don't have halflings in my homebrew setting. To me, they are just too Tolkien-esque. I also run games set in Greyhawk where everything goes, so the few people that want a chance to play halflings get it there. "Restriction" is also a spectrum. I've played in games where the only allowed player resource was the core [I]Player's Handbook[/I] and they have been just as fun as wide-open games. I've also seen groups where the players select whatever they want and they can be just as fun. I don't think that munchkinism is an inherent part of having character options... Although munchkins often do rush to use new supplements (probably to use the cool new stuff before it gets errata). There are some players that rail against restrictions... But you can use that to your advantage. If no one wants to play a cleric, you can announce that clerics are restricted or banned and suddenly get four people clamoring to play one. :p [/QUOTE]
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