Cadfan said:
The reason no one is agreeing with you even though you think you are making good arguments is because they are reading between the lines of what you write.
There's nothing between the lines.
Frankly, you seem to view the world through a very crabbed lens. You describe in your posts a situation where you, the DM, has put sweat, blood and tears into creating a campaign. And then along come these players, these snot nosed players, and insist that they are entitled to things that you did not include in your campaign.
It's happened. I've clearly laid out what is acceptable in campaigns online before, had players respond that they were interested... which to me says they read the information provided, and then they whine and cry when it comes time to make characters and they want to use all sorts of things I've already forbidden and they supposedly already read.
Meanwhile, the rest of us are experienced players and dungeon masters, and we've rarely encountered this problem. In general, if a dungeon master makes a restriction, players accept it. If the restriction turns out later to have been pointless or to have unbalancing effects, the players will lose confidence in the DM. A good DM avoids that problem by not making pointless or unbalancing restrictions. Its a path that many of us have tread, and not found to be a particularly difficult course.
The one thing I've never had a problem with, didn't have a reason other than the fact I dislike gnomes. I've never allowed gnomes in any of my campaign settings. For a pointless and aesthetic reason. I just didn't like them and funnily enough... that's the only restriction no one has ever had an issue with. I am a good dm and I tell damn good story that does involve the players and their backgrounds, as long as the players do their part and try to be part of the campaign instead of wresting control of it to make their own little version of it.
That's what you're encountering in this thread. You seem to harbor an awful lot of ill will towards your players. You seem to denigrate them, and attribute to them a sense of entitlement while simultaneously displaying the same sense of entitlement. People are picking up on this in your posts, and reacting to you accordingly.
No, I harbor a lot of ill will towards poorly written rulebooks and outright faulty design decisions.
Elaran said:
Also, constantly banging your head against the forums about how miswritten the rules are is not going to change how they are written 3 weeks before the books hit shelves.
Yes, I already know that. Doesn't mean I'm not entitled to criticize what WotC did wrong.
ShockMeSane said:
I can't help but think from reading his posts that Aria's gaming group must likely consist of his enemies.
The groups I have had, where the players are reliable and show up on time each time a game is scheduled, have been great. Unfortunately, finding players like that doesn't always work out. You're wondering where are those players now? Lives change, time passes and you move on. I've been gaming online in various places for over ten years. Probably longer if I look back to 2nd edition and some games I ran in and played in on AOL chat rooms. Really sucked when AOL was charging by the hour.
KidSnide said:
But the "default settings" of rules should not be chosen to be "middle of the road". The default settings should be chosen to provide the best game possible when run by a new-ish and mediocre GM. Those are the people who need guidance, and that's why the "default" settings for the game is a fast-paced, quick-leveling, high-magic game.
I disagree. A normal setting where magic is somewhat rare and mysterious would be far more easier for a new dm to run. They have less to deal with when it comes to higher level player abilities. And once they get settled in, they can ramp up the magic in their campaign setting with epic events that span the world. It's far easier to give things to players than it is to try and take them away, which is why I keep arguing that WotC should have went with middle of the road. It provides two settings which will cover the majority of the campaigns out there.
I understand very low to no magic settings aren't all that popular for whatever stupid reason (I blame computer games), and people just don't give them a chance. So of course that should not be the default setting. Middle of the road however is just the best because common sense says players are happier when they get more options instead of having options taken away.
MindWanderer said:
Wait, what?
1. WotC releases books.
2. Your players like the content in those books and think they would enjoy playing in a game that supports them.
3. You don't like the content in those books and would prefer not to use them.
4. You get mad at WotC for creating products that people like, and mad at your players for wanting to play a game they'd enjoy.
1. Yes, they're releasing books.
2. I kinda figured players would like the stuff in the books.
3. It's not the content I don't like, it's the method in which it's presented.
4. No, I am pissed at WotC for releasing content that creates an atmosphere of player entitlement.
MindWanderer said:
Let me give you a head's up: although the DM is certainly supposed to have fun, you're ultimately a public servant. And you're only one person at the table. If your players like something, then give it to them! I'm sure you can still come up with a campaign which, though it's not your beloved brainchild, will still be fun for all involved.
When people start paying me to run a game for them, then I'll run exactly what they want. Until they pay me, I will take their ideas under advisement but ultimately, the theme of the campaign setting that I am spending my free time creating, aside from actual game time, will be done by my standards and preferences for that setting, regardless of what it may be.
MindWanderer said:
You exhort your players to give a low-magic game a chance. Why don't you give a normal-magic game a chance? In fact, I bet you've done so in the past, and enjoyed it. You're probably looking for a change, bot because you disliked normal magic campaigns, but because you want to try something new. If that's correct, then change something else--something that will allow your players to have as much fun as you do.
I have a binder with over a hundred different world maps, a few with a page of rough notes for various campaign ideas. They're not all low magic either. I even have a high magic setting that if I ever ran, would end up traveling the stars. It's not the low magic or magic rich games that I have an issue with. It's how the book is written. I'm criticizing WotC for making a bad decision. Certainly I'm not the only one on any forums criticizing, even though it will do no good.
Knightlord said:
Agreed. I've also noticed this "confrontational" stance in the thread regarding the possible power source of the Monk, and your rather brutal denouncement of Psionics. Perhaps you should try being a bit more "flexible"? Or perhaps "compromising"?
I will never compromise on psionics. That crap doesn't belong in D&D period. If it wouldn't ruin the book, I'd cut it out of the PHB2 when it's released.