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<blockquote data-quote="Chaosmancer" data-source="post: 9479081" data-attributes="member: 6801228"><p>No, I stuck to the five senses. You can absolutely "feel" as in the sense of touch, those sensastions.</p><p></p><p></p><p></p><p>The Silk Road was over 4,000 miles long. What if the PC wanted to be a stranger in a strange land, who had spent a year traveling thousands of miles for some reason or another? Sure, sure, you "reserve the right" to reject anything. But we never hear "I reserve the right to reject you being a local orphan from temple I told you about" or "I reserve the right to reject you being a local farmer with a heart of gold". I'm sure you do reserve the right to reject those things as well.... but you won't ever reject them. And you didn't even answer the given example, because you didn't explain why you would reject someone writing their backstory to involve their parent's motivations. You just generally would reserve the right to reject any backstory for any reason, just in case a player does something you don't like. </p><p></p><p>So, to get back to the question of why, what sort of criteria do you use to reject player contributions to the plot of your game?</p><p></p><p></p><p></p><p>But the item is the source of their powers. It is WHY they became a warlock. You may as well say you need to approve the Player deciding that they studied swordsmanship and became a fighter, or that they found religion and became a cleric. </p><p></p><p>Now, I don't disbelieve your answer that you would do something like that "to make the game more fun" but here's a small hint about people. When they come to you with an idea? They think that idea will be fun. Now, I myself have had to stop a player and make sure they understood that their fun can't lead to them ruining the fun of the other four players at the table. I'm not going to say I never check a player and make sure we are working on the same page, but it just seems rather odd to me to see people saying "I need to have the ability to reject the things the players want to do, so that I can make sure the player has the best time possible."</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9479081, member: 6801228"] No, I stuck to the five senses. You can absolutely "feel" as in the sense of touch, those sensastions. The Silk Road was over 4,000 miles long. What if the PC wanted to be a stranger in a strange land, who had spent a year traveling thousands of miles for some reason or another? Sure, sure, you "reserve the right" to reject anything. But we never hear "I reserve the right to reject you being a local orphan from temple I told you about" or "I reserve the right to reject you being a local farmer with a heart of gold". I'm sure you do reserve the right to reject those things as well.... but you won't ever reject them. And you didn't even answer the given example, because you didn't explain why you would reject someone writing their backstory to involve their parent's motivations. You just generally would reserve the right to reject any backstory for any reason, just in case a player does something you don't like. So, to get back to the question of why, what sort of criteria do you use to reject player contributions to the plot of your game? But the item is the source of their powers. It is WHY they became a warlock. You may as well say you need to approve the Player deciding that they studied swordsmanship and became a fighter, or that they found religion and became a cleric. Now, I don't disbelieve your answer that you would do something like that "to make the game more fun" but here's a small hint about people. When they come to you with an idea? They think that idea will be fun. Now, I myself have had to stop a player and make sure they understood that their fun can't lead to them ruining the fun of the other four players at the table. I'm not going to say I never check a player and make sure we are working on the same page, but it just seems rather odd to me to see people saying "I need to have the ability to reject the things the players want to do, so that I can make sure the player has the best time possible." [/QUOTE]
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