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Excerpt: You and Your Magic Items
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<blockquote data-quote="Aria Silverhands" data-source="post: 4226679" data-attributes="member: 66086"><p>If Yaezukura is who I think it is, they're deserving of the sarcasm and smiley.</p><p></p><p></p><p>So it's too much to ask for players to create characters within the guidelines of the campaign setting, which are reasonable imo, instead of creating whatever character they want regardless of what the setting is? I have had this happen: a party of five, four of whom are staying true to the guidelines for that short campaign, playing martial types in a mercenary guild and then the fifth wants to play a drow wizard from Faerun.</p><p></p><p>I'm not going to accommodate the idiots and morons that just want to play their pet class and race every single time and never vary the backstory or the dorks that want to try out the latest uber build from some charop board or the latest splatbook.</p><p></p><p></p><p>The last few games that have died out have simply been because of unreliable and worthless players. They create a character and seem to be excited about it, even within the guidelines and then they just never show up or show up late or they get arrested. That was an interesting conversation at the game store.</p><p></p><p></p><p>Ok, look at it this way... you have six games listed and they're all in timeslots that are favorable to your schedule. Four of them have specific guidelines for their settings, many of which are houserules that say "No" essentially, to various things in the PHB that already say you can do that. The other two games don't have those houserules and in fact, add some stuff to the players via new feats or multi-classing rules.</p><p></p><p>Which ones are going to look more favourable to you? As I said before, it's easier to give something back to the players than it is to take them away. Which is why the rules should have been written more middle of the road instead of magic rich.</p><p></p><p></p><p>It's my campaign setting. I define the theme, the tone, the genre of the setting. I'm the one putting in hours of work into it. The players are given a set of guidelines and are free to create any character that falls within those guidelines. They're actually a rather diverse set of guidelines. I've had groups play the Witch Hunters, others played the spellcasters being hunted by the Empire or the Church. The current starting point of the campaign is actually based upon the actions of past groups, including the one where Evil took hold. The Betrayer was eventually defeated and that triggered a mass hysteria, a backlash against magic since the Betrayer used magic heavily to enslave entire kingdoms.</p><p></p><p>So yeah, when it comes to my setting... I have a specific theme to the setting. Players have an obligation to play by the guidelines so the tone of the game remains within the setting and doesn't alter it to something else. There's plenty of room for players to create their own story within the guidelines. Many have done so and a few have done so well enough to change the setting. </p><p></p><p>I've said this once already, I do not dictate character actions or their verses. I don't provide them with scripted lines. They make their own stories. Just within the scope of the campaign. Of the world their characters live in. If a player wants so badly to create their own story that runs counter to what the campaign is about... they can go run their own campaign setting instead.</p><p></p><p></p><p>My point is valid. The rules are written in such a way that dm's wishing to create a campaign setting with magic that is more rare and "mysterious" are forced to write out a list of house rules that essentially say No to the players in many ways. This becomes even worse if they want to create a no-magic setting.</p><p></p><p>The rules are written as Yes - No - NO, whereas I feel they should have been written as Yes, - Yes - No. Again, my point is valid. It's a concern I have and it's my criticism of the excerpts as they have been presented to me. Therefore I do not have any reason to change my viewpoint.</p></blockquote><p></p>
[QUOTE="Aria Silverhands, post: 4226679, member: 66086"] If Yaezukura is who I think it is, they're deserving of the sarcasm and smiley. So it's too much to ask for players to create characters within the guidelines of the campaign setting, which are reasonable imo, instead of creating whatever character they want regardless of what the setting is? I have had this happen: a party of five, four of whom are staying true to the guidelines for that short campaign, playing martial types in a mercenary guild and then the fifth wants to play a drow wizard from Faerun. I'm not going to accommodate the idiots and morons that just want to play their pet class and race every single time and never vary the backstory or the dorks that want to try out the latest uber build from some charop board or the latest splatbook. The last few games that have died out have simply been because of unreliable and worthless players. They create a character and seem to be excited about it, even within the guidelines and then they just never show up or show up late or they get arrested. That was an interesting conversation at the game store. Ok, look at it this way... you have six games listed and they're all in timeslots that are favorable to your schedule. Four of them have specific guidelines for their settings, many of which are houserules that say "No" essentially, to various things in the PHB that already say you can do that. The other two games don't have those houserules and in fact, add some stuff to the players via new feats or multi-classing rules. Which ones are going to look more favourable to you? As I said before, it's easier to give something back to the players than it is to take them away. Which is why the rules should have been written more middle of the road instead of magic rich. It's my campaign setting. I define the theme, the tone, the genre of the setting. I'm the one putting in hours of work into it. The players are given a set of guidelines and are free to create any character that falls within those guidelines. They're actually a rather diverse set of guidelines. I've had groups play the Witch Hunters, others played the spellcasters being hunted by the Empire or the Church. The current starting point of the campaign is actually based upon the actions of past groups, including the one where Evil took hold. The Betrayer was eventually defeated and that triggered a mass hysteria, a backlash against magic since the Betrayer used magic heavily to enslave entire kingdoms. So yeah, when it comes to my setting... I have a specific theme to the setting. Players have an obligation to play by the guidelines so the tone of the game remains within the setting and doesn't alter it to something else. There's plenty of room for players to create their own story within the guidelines. Many have done so and a few have done so well enough to change the setting. I've said this once already, I do not dictate character actions or their verses. I don't provide them with scripted lines. They make their own stories. Just within the scope of the campaign. Of the world their characters live in. If a player wants so badly to create their own story that runs counter to what the campaign is about... they can go run their own campaign setting instead. My point is valid. The rules are written in such a way that dm's wishing to create a campaign setting with magic that is more rare and "mysterious" are forced to write out a list of house rules that essentially say No to the players in many ways. This becomes even worse if they want to create a no-magic setting. The rules are written as Yes - No - NO, whereas I feel they should have been written as Yes, - Yes - No. Again, my point is valid. It's a concern I have and it's my criticism of the excerpts as they have been presented to me. Therefore I do not have any reason to change my viewpoint. [/QUOTE]
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