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Dinosaurs as Animal Companions - Gamebreaker?
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<blockquote data-quote="Raven Crowking" data-source="post: 4005155" data-attributes="member: 18280"><p>No, but I imagine that is an easier argument to answer. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Philomath put it well: </p><p></p><p style="margin-left: 20px">The problem you described is one of mismatched expectations. It is easy to imagine fantasy worlds that contain domesticated dinosaurs, but I would describe them as non-traditional. A player who thinks he's playing in a traditional campaign setting could easily find the addition of mounted dinosaurs quite jarring. Dinosaurs in particular tend to evoke a pulp feel, which for some would be cool flavor and for others disruptive baggage. A player expecting Middle-earth or the Forgotten Realms may be simply upset to find himself suddenly in Eberron. He might even wonder what other "outlandish" elements might lurk in the campaign world, from warforged to laser blasters (sorry, just watched Krull) to ninja pirates (of course we can justify maritime brigands trained in the arts of stealth and assassination).</p><p></p><p>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. </p><p></p><p>If the DM isn't giving them enough information to do that, then he isn't doing his job (or, at least, he is not doing it well).</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4005155, member: 18280"] No, but I imagine that is an easier argument to answer. ;) Philomath put it well: [indent]The problem you described is one of mismatched expectations. It is easy to imagine fantasy worlds that contain domesticated dinosaurs, but I would describe them as non-traditional. A player who thinks he's playing in a traditional campaign setting could easily find the addition of mounted dinosaurs quite jarring. Dinosaurs in particular tend to evoke a pulp feel, which for some would be cool flavor and for others disruptive baggage. A player expecting Middle-earth or the Forgotten Realms may be simply upset to find himself suddenly in Eberron. He might even wonder what other "outlandish" elements might lurk in the campaign world, from warforged to laser blasters (sorry, just watched Krull) to ninja pirates (of course we can justify maritime brigands trained in the arts of stealth and assassination).[/indent] 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. If the DM isn't giving them enough information to do that, then he isn't doing his job (or, at least, he is not doing it well). RC [/QUOTE]
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