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DM's word is final... and illogical?
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<blockquote data-quote="JamesonCourage" data-source="post: 5477143" data-attributes="member: 6668292"><p>Based on your most recent information, you have no claim to any mechanical gain. The story is plausible, in my mind, and just because you cannot see where it is headed does not mean that you are entitled to.</p><p></p><p>When my players ask me a question they don't know, I just mirror the question back to them. It started out like this:</p><p></p><p>Player: "What do liches have to do to become liches? What sort of evil act?"</p><p>GM: "What <em>do</em> they have to do?"</p><p>Player: "I don't know, that's why I'm asking."</p><p>GM: "That's right, you don't know."</p><p></p><p>Obviously, Knowledge checks can come into play when appropriate. The thing is, just because you have no idea where the story is headed, you are in no way entitled to know.</p><p></p><p>If you wanted mechanical gain in my campaign based off background, I'd just ask you if your class got that mechanical gain. "You want a breath weapon... do rogues get that?" Obviously, the mechanical gain is pretty much never gained by their current class. The players often say something like, "I just thought it would be cool to work into the story, somehow." I'll reply with something along the lines of, "I agree. How about we make a prestige class together that you like?" They usually agree, and we weave it in together.</p><p></p><p>Story can be fun if you work with it. If you see story as merely background setting while you play a character, it takes away from the roleplay experience, in my group (IN MY GROUP... OPINIONS WILL DIFFER).</p><p></p><p>These is just my views on things. If you want proof to take back saying "you're doing it wrong, look" then I doubt you'll find things here. As a setting designer, it is best to leave much of the world vague, so that GMs can fill in what they'd like with their creativity. GMs love being creative. It's the biggest draw to most of us.</p><p></p><p>If you strongly dislike where your character is going story-wise, I'd have a civil discussion with your GM, where you both sit down to a burger, and you tell him that you don't like how he's turning out. I doubt the GM will want to change much (he probably has plans by now), but you should be able to swap him out for a new character. Who knows, he might even convince you that everything is under control, and that you should trust him, even if there are bumps along the way.</p><p></p><p>Bumps make for a more interesting story, anyways. People always want to hear the story with bumps over the story where nothing went wrong.</p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5477143, member: 6668292"] Based on your most recent information, you have no claim to any mechanical gain. The story is plausible, in my mind, and just because you cannot see where it is headed does not mean that you are entitled to. When my players ask me a question they don't know, I just mirror the question back to them. It started out like this: Player: "What do liches have to do to become liches? What sort of evil act?" GM: "What [I]do[/I] they have to do?" Player: "I don't know, that's why I'm asking." GM: "That's right, you don't know." Obviously, Knowledge checks can come into play when appropriate. The thing is, just because you have no idea where the story is headed, you are in no way entitled to know. If you wanted mechanical gain in my campaign based off background, I'd just ask you if your class got that mechanical gain. "You want a breath weapon... do rogues get that?" Obviously, the mechanical gain is pretty much never gained by their current class. The players often say something like, "I just thought it would be cool to work into the story, somehow." I'll reply with something along the lines of, "I agree. How about we make a prestige class together that you like?" They usually agree, and we weave it in together. Story can be fun if you work with it. If you see story as merely background setting while you play a character, it takes away from the roleplay experience, in my group (IN MY GROUP... OPINIONS WILL DIFFER). These is just my views on things. If you want proof to take back saying "you're doing it wrong, look" then I doubt you'll find things here. As a setting designer, it is best to leave much of the world vague, so that GMs can fill in what they'd like with their creativity. GMs love being creative. It's the biggest draw to most of us. If you strongly dislike where your character is going story-wise, I'd have a civil discussion with your GM, where you both sit down to a burger, and you tell him that you don't like how he's turning out. I doubt the GM will want to change much (he probably has plans by now), but you should be able to swap him out for a new character. Who knows, he might even convince you that everything is under control, and that you should trust him, even if there are bumps along the way. Bumps make for a more interesting story, anyways. People always want to hear the story with bumps over the story where nothing went wrong. [/QUOTE]
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DM's word is final... and illogical?
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