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General Tabletop Discussion
*Dungeons & Dragons
Enforcing theme/structure by saying NO to players
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<blockquote data-quote="Sword of Spirit" data-source="post: 6731260" data-attributes="member: 6677017"><p>I take a slightly different approach. Before I ask myself if I can make it work, I ask the player what other concepts they would be interested in trying. It helps that I tell my players to come to session zero with either a blank slate or multiple concepts.</p><p></p><p>If you fail to discourage your players from coming up with ideas <em>before</em> they understand the theme/restrictions, then it is understandable they might be let down when they are expecting to play one thing and it is shot down. Simply making sure they aren't attached to any expectations ahead of time is very useful.</p><p></p><p></p><p></p><p>I think you bring up a good point that perhaps has gone unstated too often. Many (I daresay <em>most</em>) of us DMs who are the most restrictive in allowed character choices/options, are equally willing to abide by any options that other DMs set when we are the players. I actively make sure that I know what the parameters of the game are before I make a character. Even if I have had a couple ideas of characters I'd be interested in playing rolling around in my head, I determine if <em>any</em> of them are even appropriate, and come up with something new and custom made for the campaign if it seems like it would be better for the overall theme. If it seems like nothing would work for me, I express to the DM that I have a potential enjoyment problem and might have to skip that particular campaign. The last couple of times that happened was because I didn't want to play the edition in the first, and because I didn't want to play altered versions of the particular D&D creatures in the second. The first was an ongoing game I had gotten invited to when I asked about something else, and I just decided not to take it up. The second was a game proposal, and the response was that he wasn't sure it was going to be D&D at all. I'll be happy to play it if it turns out not to be D&D, and I'll abstain if it is D&D. No conflict needed.</p><p></p><p>A DM having strong parameters doesn't mean being a jerk, or doesn't mean having such narrow vision that we will only game one way. It generally means having a strong vision of a particular campaign, and wanting people to make characters that complement that vision rather than clash with it. A strong planned activity is a recreational choice, just like hanging out and seeing what we all feel like doing is. Neither is right or wrong, and you can do different ones at different times, but everyone needs to be on the same page for one particular time or it gets messy.</p><p></p><p>Also, I get the feeling from these discussions that some people seem to view a new campaign as the only game they're ever going to play or something. It's only one game. If you can't play the particular concept you want in this game, there is always the next one. </p><p></p><p>For DMs, I'd say to tell your players not to get attached to any concept (ie, blank slate or multiple concepts) before you've all met to discuss the game.</p><p></p><p>And for players, have more than one concept, please. Only complete newbs get the pass on having one and only one concept they are interested in playing. I expect some maturity out of players who have played RPGs before.</p><p></p><p></p><p></p><p></p><p></p><p>If you mean in the mechanics, I would argue that it was barely there in 3e either. Off the top of my head I can only think of the arcane spell failure mechanic and scrolls being either arcane or divine. Other than that, a spell was a just a spell.</p><p></p><p>As far as conceptually, it is definitely there in 5e. It is specifically called out in the sidebar in the spellcasting section.</p><p></p><p>Also, it is debatable whether the favored soul's magic is intended to be divine or arcane.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6731260, member: 6677017"] I take a slightly different approach. Before I ask myself if I can make it work, I ask the player what other concepts they would be interested in trying. It helps that I tell my players to come to session zero with either a blank slate or multiple concepts. If you fail to discourage your players from coming up with ideas [I]before[/I] they understand the theme/restrictions, then it is understandable they might be let down when they are expecting to play one thing and it is shot down. Simply making sure they aren't attached to any expectations ahead of time is very useful. I think you bring up a good point that perhaps has gone unstated too often. Many (I daresay [I]most[/I]) of us DMs who are the most restrictive in allowed character choices/options, are equally willing to abide by any options that other DMs set when we are the players. I actively make sure that I know what the parameters of the game are before I make a character. Even if I have had a couple ideas of characters I'd be interested in playing rolling around in my head, I determine if [I]any[/I] of them are even appropriate, and come up with something new and custom made for the campaign if it seems like it would be better for the overall theme. If it seems like nothing would work for me, I express to the DM that I have a potential enjoyment problem and might have to skip that particular campaign. The last couple of times that happened was because I didn't want to play the edition in the first, and because I didn't want to play altered versions of the particular D&D creatures in the second. The first was an ongoing game I had gotten invited to when I asked about something else, and I just decided not to take it up. The second was a game proposal, and the response was that he wasn't sure it was going to be D&D at all. I'll be happy to play it if it turns out not to be D&D, and I'll abstain if it is D&D. No conflict needed. A DM having strong parameters doesn't mean being a jerk, or doesn't mean having such narrow vision that we will only game one way. It generally means having a strong vision of a particular campaign, and wanting people to make characters that complement that vision rather than clash with it. A strong planned activity is a recreational choice, just like hanging out and seeing what we all feel like doing is. Neither is right or wrong, and you can do different ones at different times, but everyone needs to be on the same page for one particular time or it gets messy. Also, I get the feeling from these discussions that some people seem to view a new campaign as the only game they're ever going to play or something. It's only one game. If you can't play the particular concept you want in this game, there is always the next one. For DMs, I'd say to tell your players not to get attached to any concept (ie, blank slate or multiple concepts) before you've all met to discuss the game. And for players, have more than one concept, please. Only complete newbs get the pass on having one and only one concept they are interested in playing. I expect some maturity out of players who have played RPGs before. If you mean in the mechanics, I would argue that it was barely there in 3e either. Off the top of my head I can only think of the arcane spell failure mechanic and scrolls being either arcane or divine. Other than that, a spell was a just a spell. As far as conceptually, it is definitely there in 5e. It is specifically called out in the sidebar in the spellcasting section. Also, it is debatable whether the favored soul's magic is intended to be divine or arcane. [/QUOTE]
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