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Dragonlance: Everything You Need For Shadow of the Dragon Queen
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<blockquote data-quote="Velderan" data-source="post: 8810113" data-attributes="member: 7038056"><p>Since you seem to want to argue people are misunderstanding you, how can what is bolded not be read as "it's my campaign so you have to play as Raistlin" instead of "it's my campaign, you have to play as a human". A DM saying race X isn't in the setting I'm running isn't the same as saying you have to play a wise-cracking con artist on the run from the law. </p><p></p><p></p><p>It absolutely makes them right. A player is not under any obligation to play in a game that doesn't sound fun to them period. As the DM, you plan out the world and it's inhabitants according to the story you want to tell. You pitch the idea to the players you're interested in having in your game and they can either say sounds cool, ask if something else they wanted to play would work somehow, or pass because the game doesn't sound like a fit. The DM should absolutely consider trying to to make the player's wish work, but if the DM doesn't see a way of making it fit without breaking the immersion they're aiming for, the player not knowing the details the DM does should understand since everyone's fun at the table should be the goal.</p><p></p><p>Personal example, I'm getting set to run DL1-14 modified for 5E sometime after New Years so we're starting to plan out characters so I can prep some pre-Solace adventures to introduce the setting. I had 1 player ask to play an artificer and another ask to play a kenku. I'm allowing the artificer and working with the player on finding a fit even though that's not "traditional" Dragonlance. In a conversation with the player wanting to play a kenku, I told him I might be able to make it work and to give me some more details on what type of character he wanted to make. After discussing it, I explained that would be a tough fit because they're not known in the part of the world we're playing in and based on the background idea he had I could justify letting him play it by us saying he was a nomad sailor who came from a land far away that people aren't familiar with, but I felt immersion would suffer a bit when this strange bird man walked into places where no one had ever seen one. We could go the route of figuring out disguises, but we both agreed that sounded like a pain (him because it meant he'd have to keep that up constantly and me because I knew there were already going to be strange robed dragonmen walking around, so the party having their own mystery robed figure would constantly draw attention I felt would just slow play down for no real gain). He opted to modify the sailor concept to make something else that will fit in better.</p></blockquote><p></p>
[QUOTE="Velderan, post: 8810113, member: 7038056"] Since you seem to want to argue people are misunderstanding you, how can what is bolded not be read as "it's my campaign so you have to play as Raistlin" instead of "it's my campaign, you have to play as a human". A DM saying race X isn't in the setting I'm running isn't the same as saying you have to play a wise-cracking con artist on the run from the law. It absolutely makes them right. A player is not under any obligation to play in a game that doesn't sound fun to them period. As the DM, you plan out the world and it's inhabitants according to the story you want to tell. You pitch the idea to the players you're interested in having in your game and they can either say sounds cool, ask if something else they wanted to play would work somehow, or pass because the game doesn't sound like a fit. The DM should absolutely consider trying to to make the player's wish work, but if the DM doesn't see a way of making it fit without breaking the immersion they're aiming for, the player not knowing the details the DM does should understand since everyone's fun at the table should be the goal. Personal example, I'm getting set to run DL1-14 modified for 5E sometime after New Years so we're starting to plan out characters so I can prep some pre-Solace adventures to introduce the setting. I had 1 player ask to play an artificer and another ask to play a kenku. I'm allowing the artificer and working with the player on finding a fit even though that's not "traditional" Dragonlance. In a conversation with the player wanting to play a kenku, I told him I might be able to make it work and to give me some more details on what type of character he wanted to make. After discussing it, I explained that would be a tough fit because they're not known in the part of the world we're playing in and based on the background idea he had I could justify letting him play it by us saying he was a nomad sailor who came from a land far away that people aren't familiar with, but I felt immersion would suffer a bit when this strange bird man walked into places where no one had ever seen one. We could go the route of figuring out disguises, but we both agreed that sounded like a pain (him because it meant he'd have to keep that up constantly and me because I knew there were already going to be strange robed dragonmen walking around, so the party having their own mystery robed figure would constantly draw attention I felt would just slow play down for no real gain). He opted to modify the sailor concept to make something else that will fit in better. [/QUOTE]
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