D&D General Do players expect to use any/all WotC options in campaigns?

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Nah, it'll be fine.


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And you don't see the difference between having a whole library and choosing not to read certain books and having a whole library but being told what books you are allowed to read? Or is it you prefer to be the librarian telling others what they can or can't read?
Are you paying your DM for their service like a librarian is paid?
 




And you don't see the difference between having a whole library and choosing not to read certain books and having a whole library but being told what books you are allowed to read? Or is it you prefer to be the librarian telling others what they can or can't read?
again, DM perspective not player, nobody is telling the GM they can't read anything, i think you're confused on what's being said with the metaphor, but i was originally responding to @TwoSix saying 'i have all these resources, therefore i should and must use all of it, because i have them', at least, that is how it is coming off,

i'm saying 'i have all these resources, i can pick and choose specific bits and pieces from any of it to make a really cool pirate (or horror, or sci-fy, or...) themed campaign! i am not obligated to add werewolves and vampires to my high seas campaign just because i have access to ravenloft'
 
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it was an entire continent colony dropped in the setting via dimensional rift was it not? or something to that effect, that consistency only worked so well because the watsonian narrative exactly aligned with the doyleist one of the creators suddenly plonking a previously nonexistent culture in the setting, it didn't say 'here's a previously undiscovered continent that's actually been here with it's people and gods that has somehow had zero impact on the world until now, no, no-one discovered them and they never explored offshore in all those centuries'

i think most settings will find the narrative of an entire continent/culture being dropped into their lands a mite bit disruptive to whatever else was previously going on.
Nope, that was Forgotten Realms in 4e.
 

again, DM perspective not player, nobody is telling the GM they can't read anything, i think you're confused on what's being said with metaphor, but i was originally responding to @TwoSix saying 'i have all these resources, therefore i should and must use all of it, because i have them', at least, that is how it is coming off,

i'm saying 'i have all these resources, i can pick and choose specific bits and pieces from any of it to make a really cool pirate (or horror, or sci-fy, or...) themed campaign! i am not obligated to add werewolves and vampires to my high seas campaign just because i have access to ravenloft'
Oh come on, that's awesome!

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again, DM perspective not player, nobody is telling the GM they can't read anything, i think you're confused on what's being said with metaphor, but i was originally responding to @TwoSix saying 'i have all these resources, therefore i should and must use all of it, because i have them', at least, that is how it is coming off,

i'm saying 'i have all these resources, i can pick and choose specific bits and pieces from any of it to make a really cool pirate (or horror, or sci-fy, or...) themed campaign! i am not obligated to add werewolves and vampires to my high seas campaign just because i have access to ravenloft'
What I'm saying, very specifically, is that D&D Beyond is a tool that, by default, shows all of the purchased options as something chooseable by the players who are in the campaign.

Curating the list available to players would require either intervention in the software (I think the GM has to flag what options are available and are not), OR communication to the players what options are specifically allowed and disallowed.

My preference is always to just let players use what they see, with a minimum of intervention required.

Specific curation just creates friction in pursuit of an aesthetic goal I find ultimately negative; D&D Beyond is just one specific example of that friction.
 


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