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Are your players usually ok with restrictions?
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<blockquote data-quote="Alan Shutko" data-source="post: 5850092" data-attributes="member: 23694"><p>My players have always been fine with restrictions, because they are restrictions that make sense for a specific game. I have a bunch of people waiting on me to start my Wizard Academy RCD&D game, where the restriction is "you will all be magic users or elves". Similarly, I am confident that I could convince people to play in an all -thief thieves guild game. </p><p></p><p>For me, it all seems to be it he game pitch. When pitching a game to players, pitch the restrictions as well, and explain how they matter. Reliving the essence of old gaming? Of course the races are limited to human, elf, dwarf and halfling. Want a Planescape cantina game? Anything goes and I want you to TRY to break the game. Want to run an Orcs of Thar one shot? Naturally only the humanoids need apply.</p><p></p><p>The key thing is people need to know what they are getting into and how long it might last. Most folks will do just about anything for five sessions but will want more options in a longer game.</p><p></p><p>If I were just saying "here is what you can be, pick" I don't think it would work. But I approach each new game knowing that I need to sell it. It needs to be more impressive than other DMs, it needs to be more fun than WoW, and better than trivia night at the local bar. That is good because it makes me think and explain exactly what is so important about the restrictions that I have decided to make. Since the reason I make the restrictions is usually "it makes for a better campaign with this plot" it resonates with my players and they buy into it.</p></blockquote><p></p>
[QUOTE="Alan Shutko, post: 5850092, member: 23694"] My players have always been fine with restrictions, because they are restrictions that make sense for a specific game. I have a bunch of people waiting on me to start my Wizard Academy RCD&D game, where the restriction is "you will all be magic users or elves". Similarly, I am confident that I could convince people to play in an all -thief thieves guild game. For me, it all seems to be it he game pitch. When pitching a game to players, pitch the restrictions as well, and explain how they matter. Reliving the essence of old gaming? Of course the races are limited to human, elf, dwarf and halfling. Want a Planescape cantina game? Anything goes and I want you to TRY to break the game. Want to run an Orcs of Thar one shot? Naturally only the humanoids need apply. The key thing is people need to know what they are getting into and how long it might last. Most folks will do just about anything for five sessions but will want more options in a longer game. If I were just saying "here is what you can be, pick" I don't think it would work. But I approach each new game knowing that I need to sell it. It needs to be more impressive than other DMs, it needs to be more fun than WoW, and better than trivia night at the local bar. That is good because it makes me think and explain exactly what is so important about the restrictions that I have decided to make. Since the reason I make the restrictions is usually "it makes for a better campaign with this plot" it resonates with my players and they buy into it. [/QUOTE]
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