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<blockquote data-quote="howandwhy99" data-source="post: 3118841" data-attributes="member: 3192"><p>You got it in the first sentence. I think the disconnect comes from the DMs not choosing the scenario or adventure. Sure they populate the world and drop in adventure plots all over the place, but there was nothing stopping our PCs in Mistledale from hunting down some oozes or befriending some animals. If we had stuck to urban-only adventures, Ooze Masters and Animals Empaths would be at a loss. The best way to change that is to change the will of the group as a player. </p><p></p><p>Paladins are going to desire certain types of adventure. Vampire hunters will want to hunt down vampires. Ooze masters desire oozes for... their own purposes. Etc. The group chooses what they want to do. That's part of teambuilding. </p><p></p><p>It's not really a DM's job to provide the spectrum of choice (based on character abilities) in every corner of the world. For one, it's not very realistic. Secondly, it promotes the "I can only do what the rules/powers in the books say I can" mentality. Most challenges can be overcome via creative thinking instead of choose the right ability. Just because swordplay and sorcery appear to always be options doesn't mean that they really are. Games get dull when every challenge can either be "killed or magicked".</p><p></p><p>Also, if a DM allows a player to run a Vampire Hunter and then presents a world without vampires, I think there's something going wrong there. As well, if the DM has ladened the world with only non-vampire adventures, he shouldn't try and stop the Vampire Hunter character when they decide to hunt some down. Imagine the negation as an additional ruleset that is offered, but not actually implemented. "Sure your sword is a legacy weapon! Only... it's not and neither are any others. Ever."</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3118841, member: 3192"] You got it in the first sentence. I think the disconnect comes from the DMs not choosing the scenario or adventure. Sure they populate the world and drop in adventure plots all over the place, but there was nothing stopping our PCs in Mistledale from hunting down some oozes or befriending some animals. If we had stuck to urban-only adventures, Ooze Masters and Animals Empaths would be at a loss. The best way to change that is to change the will of the group as a player. Paladins are going to desire certain types of adventure. Vampire hunters will want to hunt down vampires. Ooze masters desire oozes for... their own purposes. Etc. The group chooses what they want to do. That's part of teambuilding. It's not really a DM's job to provide the spectrum of choice (based on character abilities) in every corner of the world. For one, it's not very realistic. Secondly, it promotes the "I can only do what the rules/powers in the books say I can" mentality. Most challenges can be overcome via creative thinking instead of choose the right ability. Just because swordplay and sorcery appear to always be options doesn't mean that they really are. Games get dull when every challenge can either be "killed or magicked". Also, if a DM allows a player to run a Vampire Hunter and then presents a world without vampires, I think there's something going wrong there. As well, if the DM has ladened the world with only non-vampire adventures, he shouldn't try and stop the Vampire Hunter character when they decide to hunt some down. Imagine the negation as an additional ruleset that is offered, but not actually implemented. "Sure your sword is a legacy weapon! Only... it's not and neither are any others. Ever." [/QUOTE]
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