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<blockquote data-quote="OchreJelly" data-source="post: 4895150" data-attributes="member: 62056"><p>I too thought Halivar's post may have been taken a bit personally by the OP. I don't think he meant it as an indictment on the OP personally but more of how a player may feel if a DM doesn't like their concept. </p><p></p><p>But let's get passed that. This caught my eye in the OP's post.</p><p></p><p></p><p></p><p>I'm not exactly sure what you mean by 'alienate undead from the campaign'. As the DM you control the amount of undead. What's key here is do the players know in advance what type of focus you plan to have for your campaign? If you were planning to have a big undead theme, you shouldn't be surprised if players want to build effective characters for such a world. OTOH if no theme was expressed at all, you will find that the players themselves may try to guide a theme with their character selection. And if you're running a sandbox style, know that such characters will actively seek undead threats. This isn't bad either. </p><p></p><p>What's important is that such a social contract be established before the campaign starts. IME the best campaigns are when the DM takes the active interests of the players' choices to heart, rather than fight against it. Otherwise, it will lead to frustration on both sides. If you really had a strong theme in mind that did not involve undead at all, that should have been communicated to the players prior to character creation. Please take all this constructively. </p><p></p><p>It's possible that I'm saying things the OP already knows, and that what he really wants to know is if the cleric player will still feel effective in non-undead encounters. I think 4E does a pretty good job of making all characters feel effective in circumstances that aren't ideal for their build.</p></blockquote><p></p>
[QUOTE="OchreJelly, post: 4895150, member: 62056"] I too thought Halivar's post may have been taken a bit personally by the OP. I don't think he meant it as an indictment on the OP personally but more of how a player may feel if a DM doesn't like their concept. But let's get passed that. This caught my eye in the OP's post. I'm not exactly sure what you mean by 'alienate undead from the campaign'. As the DM you control the amount of undead. What's key here is do the players know in advance what type of focus you plan to have for your campaign? If you were planning to have a big undead theme, you shouldn't be surprised if players want to build effective characters for such a world. OTOH if no theme was expressed at all, you will find that the players themselves may try to guide a theme with their character selection. And if you're running a sandbox style, know that such characters will actively seek undead threats. This isn't bad either. What's important is that such a social contract be established before the campaign starts. IME the best campaigns are when the DM takes the active interests of the players' choices to heart, rather than fight against it. Otherwise, it will lead to frustration on both sides. If you really had a strong theme in mind that did not involve undead at all, that should have been communicated to the players prior to character creation. Please take all this constructively. It's possible that I'm saying things the OP already knows, and that what he really wants to know is if the cleric player will still feel effective in non-undead encounters. I think 4E does a pretty good job of making all characters feel effective in circumstances that aren't ideal for their build. [/QUOTE]
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