doctorbadwolf
Heretic of The Seventh Circle
OkayGreat Players will adjust to what the dms want to play.
OkayGreat Players will adjust to what the dms want to play.
People please learn and play a TTRPG other than D&D before making game design philosophy hot takes challengeGreat Players will adjust to what the dms want to play.
I don't agree that this needs to happen all the time. And it has nothing to do with being a good or bad DM or good or bad player.Just to interject, my point, and I think the point of some others as well, is that the next step shouldn’t be “okay, fine” or “I’ll drop”, but a continued conversation in which both player and DM are willing to compromise.
And Merlin, Morgana nor Mordred were knights of the round table. So, in my Knights of the Round table campaign, why are you playing a character that specifically WASN'T a knight of the round table and then blaming me for not being flexible enough?
But, if I don't want to deal with ronin or whatnot in my game, why are you forcing me to and then insisting that I'm not being flexible enough? The game is NOT ABOUT subverting expectations, this time around, it's about THESE EXPECTATIONS. So, in the Samurai game, PLAY A SAMURAI. No, don't play a Ronin. No, don't play a commoner. No, you can't play a Yakuza. This is a game about a group of Samurai. Now, if you don't want to play in that? No problems. That's fine. This is not the game for you. But, don't agree to play and then try to sabotage the game by pretending to be compromising and then go all passive aggressive on the DM and expect him to be happy about it.
I have done this in the past(not the exact opposite thing part), because the rest of my gaming group which consists of very close friends, wanted to do it. I may not have buy in to the premise of the campaign, but I do have buy in to the group.Which brings me around to the basic question: If you, the player, isn't engaged by the premise of the campaign, why are you still playing in that campaign? To me, this is one of the most frustrating parts of being a DM. You pitch a concept, the concept gets okay'd by the group who agrees to play in the campaign, you do the work preparing and whatnot, and then you have a player or players who insist on doing the exact opposite thing.
I've kinda sorta done and seen this. Mostly when the premise is that we all play fighters, but there are only like 3 fighter subclasses and 4 players, so we have to have two doubling up which isn't fun. Then you don't get someone trying to be a wizard, but you might get someone saying, "Well, a barbarian is kinda like a fighter and fits the theme, can I be one of those instead so we are all unique?"One example from a few years ago, I pitched a low magic campaign where none of the PC's were casters. The first three character concepts to cross my desk were all full casters."Oh, I'm the exception!" was the refrain.
Yep. That's basically the position of the Planescape faction The Athar.Well, gods existing can't be denied, but many of these gods used to be mortals. There are also wizards everywhere. What are gods but very powerful wizards? Do they deserve devotion just by virtue of being more powerful?
I DM more than play, and I play pretty often. I’ve no shortage of DMs or players.I don't agree that this needs to happen all the time. And it has nothing to do with being a good or bad DM or good or bad player.
Maybe you are hard-pressed to find good games with good DMs and thus don't have the options available to walk away if something isn't to your liking. If that's the case, I feel you. But that doesn't mean you get to hold the DM hostage or always feel like they need to acquiesce to your demands just because you don't have other options but really, really, really want to play.
I don’t know... I’m not crazy about playing with a player who doesn’t buy into the premise, but I prefer him to the player who doesn’t even buy into the SYSTEM we are playing.People please learn and play a TTRPG other than D&D before making game design philosophy hot takes challenge
Seriously, check out some GM-less systems, lots that can be learned from those.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.