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General Tabletop Discussion
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Arguments and assumptions against multi classing
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<blockquote data-quote="5ekyu" data-source="post: 7493083" data-attributes="member: 6919838"><p>parts you snipped out from the post you quoted...</p><p></p><p><span style="color: #333333">"In the latter campaign, a fire mutant character would likely be told by the Gm and/or other players (depends on review process)..."</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span>and </p><p></p><p><span style="color: #333333">"but of course, its not that... its a choice of tone or style the campaign is preferred for those playing it for this time and place."</span></p><p><span style="color: #333333"></span></p><p><span style="color: #333333"></span>If from that post you took a "gm chooses style and tone" absolutist position enough to feel suggesting the "GM might need to ask the players..." as opposed to assuming this as a group campaign anyway, then yeah, i rolled a 1 on my communication check.</p><p></p><p>But again, no matter what each game is at its core an agreement between participants. if i as a player dont agree with how the game is going to be run - i leave if its strong enough an opposition and unwavering. Similarly, if the players decide they want a different game to be run, i as Gm leave i leave if its strong enough an opposition and unwavering.</p><p></p><p>RPGs are born out of agreement and consent and collaboration.</p><p></p><p>But the "types" you mention are of course not exclusive. my games i run tend to have a core of older players i have run with for decades but we also try and bring in new players regularly. ideally at least one newcomer per campaign but sometimes more, sometimes less.</p><p></p><p>But we are not subject to any "store front" or "AL" organized play restriction to allow anyone to walk up and play anything they want and any walk-in sort of thing gets a pre-gen and later we discuss them creating a new character of their own if thats what they want. (That allows one-off guest stars without the hassle of the full session zero type work-in.)</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7493083, member: 6919838"] parts you snipped out from the post you quoted... [COLOR=#333333]"In the latter campaign, a fire mutant character would likely be told by the Gm and/or other players (depends on review process)..." [/COLOR]and [COLOR=#333333]"but of course, its not that... its a choice of tone or style the campaign is preferred for those playing it for this time and place." [/COLOR]If from that post you took a "gm chooses style and tone" absolutist position enough to feel suggesting the "GM might need to ask the players..." as opposed to assuming this as a group campaign anyway, then yeah, i rolled a 1 on my communication check. But again, no matter what each game is at its core an agreement between participants. if i as a player dont agree with how the game is going to be run - i leave if its strong enough an opposition and unwavering. Similarly, if the players decide they want a different game to be run, i as Gm leave i leave if its strong enough an opposition and unwavering. RPGs are born out of agreement and consent and collaboration. But the "types" you mention are of course not exclusive. my games i run tend to have a core of older players i have run with for decades but we also try and bring in new players regularly. ideally at least one newcomer per campaign but sometimes more, sometimes less. But we are not subject to any "store front" or "AL" organized play restriction to allow anyone to walk up and play anything they want and any walk-in sort of thing gets a pre-gen and later we discuss them creating a new character of their own if thats what they want. (That allows one-off guest stars without the hassle of the full session zero type work-in.) [/QUOTE]
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