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Dinosaurs as Animal Companions - Gamebreaker?
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<blockquote data-quote="Raven Crowking" data-source="post: 4005197" data-attributes="member: 18280"><p>Sure you have been; you've just ignored them. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> </p><p></p><p>(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.</p><p></p><p>(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). </p><p></p><p>(3) The more a creature would affect the local area, the more its inclusion should be telegraphed.</p><p></p><p>(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.</p><p></p><p>(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 <em>he</em> could use.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4005197, member: 18280"] Sure you have been; you've just ignored them. :lol: (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). (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 [i]he[/i] could use. RC [/QUOTE]
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