Rackhir said:
What about a cheetah is so inherently unreasonable for an Eskimo campaign? Aside from the fact that they don't live in the arctic in our world? Are you incapable of "filing off the serial numbers" a bit and giving the player a creature functionally identical to a cheetah, with slightly different flavor text? And if it looks like a cheetah, acts like a cheetah does calling it a cheetah, really piss in your cereal to the point where you can't enjoy the campaign?
Rackhir, the idea is that it is a cheetah, and allowing a cheetah into an otherwise realistic arctic environment changes the way that the players view that environment. My point is not that you cannot include cheetahs, dinosaurs, 1st level characters in +10 plate mail, or Vulcans in a campaign setting -- my point is that the inclusion of anything nonstandard (and, in this context, "standard" is defined by the environment)
changes the way the players perceive the game.
One of your favourite quotes is that "The difference between reality and fiction. Is that reality doesn't have to make sense." The converse to this is that fiction
does have to make sense.
When a campaign begins, in general, the DM might supply the players with a bit of background information or she may not. If she does not, literally anything goes. The players are free, to some degree, to design the world around them. However, as the players play within the setting, they learn more about it. Hopefully, as they get a sense of how the world works, they invest in it. Their knowledge and sense of the world becomes an important part of the fun of adventuring in that world.
Because of this, it is important that the DM gives the players the ability to know as much about their world as their characters should reasonably know. This doesn't mean that the DM must rigorously detail every aspect of the world, but that she should be able to supply the broad parameters. If manticores only lived in the mountains for the last 200 years of game time, and suddenly they are appearing elsewhere, there should be some reason for it. Likewise, if there are large herds of cattle, buffalo, or whatever, the players should have some idea that they are there.
A good DM, IMHO, doesn't balk at player input that adds to a setting, unless it is inconsistent with what has come before. If a PC (who should have that knowledge) gives a speech about constellations, then the DM should take notes and those constellations can appear again later. This doesn't mean that the PC is automatically 100% correct, but it does mean that the player is part of the additive process of world creation. Likewise, a PC in a bar fight should be able to say "I grab a bottle and swing it" without having to ask if there are any bottles around first. This also has limits -- "I grab a 10,000 gp ruby I spot lying on a table and run" isn't going to fly.
Good players work with the group to establish a world that they can enjoy playing in, and make characters that make sense within that world. Bad players do not. Good DMs present a world for their players' enjoyment. Good DMs allow the players to be part of the additive process of world creation. Good DMs know that player knowledge and sense of the world becomes an important part of the fun of adventuring in that world, and take steps to nurture and protect that sense of the world. Bad DMs do not.
IMHO, of course.
It is primarily the DM's job to communicate knowledge about the world. The players share in that responsibility, but the buck stops with the DM. When a major failure to communicate has occurred -- and if a player quits, that's a major failure -- the DM should take stock of how well he is communicating that world.
RC