Raven Crowking said:
You don't even concede that a choice of animal companion might change playstyle by necessity? Again, if I am playing an Eskimos game and you demand to have a cheetah companion, I would say that forces a fundamental change in the game -- and throws out any form of serious playstyle.
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?
Raven Crowking said:
So, I can dress my character in +10 plate at 1st level in your world? Or do you have the right to tell me how to dress my character? It has no effect on your serious campaign if I consistently call my elf a Vulcan, dress him in a Starfleet uniform, and play him like Spock?
+10 plate at first level is a balance and power issue. Not a flavor one. I can easily envision a campaign where the DM could deal with a first level character has an item like that. A really good DM can deal with almost anything.
As far as a vulcan in a starfleet uniform goes. Is that really that much more bizarre than a lot of fantasy outfits? The classic chain-mail bikini springs to mind.
I'd like to point out some of my favorite quotes.
"The difference between reality and fiction. Is that reality doesn't have to make sense."
In other words, if reality can pull stuff you wouldn't accept from fiction, why is it so unreasonable to have something that really isn't unreasonable?
"Not only is the universe stranger than we imagine. It is stranger than we
can imagine."
Raven Crowking said:
And pardon me if I am wrong, but I thought that the character in question was riding the dino, not wearing it.
Hmmm, Dino armor riders. Sounds like an interesting campaign to me. Now if I could just find a decent set of rules for mecha.
Raven Crowking said:
Oh, I disagree. First off, there is no evidence whatsoever that this was an innocuous choice in terms of the campaign world. It certainly wasn't for the player who quit. Moreover, if you are playing in a campaign based around Pirates of the Carribean, and I decide to play a Warforged Ninja, you can be certain that my character choice (unless curtailed by a DM who is doing his job) is going to have a huge impact on how you can define and play your PCs.
There's a fundamental difference between explicitly excluding something that violates the precepts of a setting and including something that isn't explicitly forbidden. In a pirates of the Carribean setting, obviously if you are using a real world setting, throwing in something like a warforged that wasn't present in that real world setting at all and is fundamentally impossible in that setting violates it. However, you could quite easily justify having a ninja in a pirates setting. There might not have been any in reality, but contact with Japan had been established centuries before PotC and there's no real reason why a Ninja couldn't show up.
Raven Crowking said:
I can guarantee it. And if you run a play-by-post, I can prove it.
I doubt either of us really wants to inflict a game we'd want to play in on the other.
Raven Crowking said:
(1) No setting is "default D&D" past the first few sessions. All settings move from the general to the specific. Thus, at 1st level, the setting rules might not be established; by 10th level the players have a right to feel they know at least a strong overview of how the natural world around them works.
(2) The players must understand enough of the world in order to envision it and to be able to make rational choices about what they can expect. The more the world diverges from the one we know, the more information the DM must make available. Otherwise, the DM risks the players suddenly feeling as though they cannot make ration decisions about the world; they cannot trust the DM not to suddenly include other (to them) bizarre elements that make their plans/choices moot (as well as potentially destroying player immersion).
So you want a fantasy world where everything is inscribed in stone and every detail is determined by 10th level? How does the presence of dinosaurs SOMEWHERE in the world prevent you from making rational choices or planning your actions. They don't do anything game breaking. They don't alter the laws of reality. They're just (potentially) large creatures.
Raven Crowking said:
(3) The more a creature would affect the local area, the more its inclusion should be telegraphed.
(4) At least one player suddenly discovered that he didn't understand the natural world in that campaign, and misunderstood it enough to be a game-breaker for him.
(5) Therefore, it is my conclusion that the DM failed to properly communicate what was possible in the campaign world. Certainly, at least one player didn't know that "dinosaur-riding druid" was a PC option that he could use.
Except that at no point did the druid insist on having just picked up the dino from around the corner at "George's used Dino Emporium". He's a 10th lvl druid from potentially ANYWHERE in the world, who could have gotten the Dino ANYWHERE in the world. Are you really incapable of imagining a way that a 10th lvl druid couldn't have gotten a dino animal companion from SOMEWHERE in the world?
Nowhere in the post was there an indication that the DM excluded this dino option for the other players. It simply wasn't one that anyone else had thought of. Does this have to preclude anyone from using something?