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<blockquote data-quote="Lanefan" data-source="post: 7821984" data-attributes="member: 29398"><p>Sure there is. There's no Gnomes in the setting, thus there's no Gnomes available to play. But there's Elves in the setting, and some of those Elves are evil*, and so there should be evil Elves available to play.</p><p></p><p>* - unless in that setting there are no evil Elves at all</p><p></p><p>That great. Sounds cool!</p><p></p><p>But now, reconcile it with the requirement that "everyone must play a group-oriented character whose goals align with that of the others" - this a rough paraphrasing of some requirements I've seen put forward in this thread and elsewhere.</p><p></p><p>Er...either something doesn't quite parse here, or we're agreeing without realizing it. "<em>The narrative player</em> (by which I think you mean GM) <em>not guiding the players away from something they know no-one will enjoy</em>" sounds just the same to me as "let the chips fall where they may".</p><p></p><p>Ah, but not all of us see it as wasting time. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> For some of us it comes under character development and-or player-driven story development. Two characters in a party, for example, might develop a heated rivalry over time; maybe even reaching the stab-in-the-back(or front) stage. Playing out that rivalry develops both characters, and provides player-driven story running alongside - or even sometimes in place of - the ongoing story arc(s) of the party.</p><p></p><p>Exactly right.</p><p></p><p>Benning Gnomes tells me WHAT I can play. Setting a coherent style of play tells me HOW to play. Big, big difference: a DM is fully ithin her rights to tell me what to play but has no business whatsoever in telling me how to play it.</p><p></p><p>And most of those disagreements come about from people trying to restrict other people as to how they play. Stop restricting people, and sort things out in character.</p><p></p><p>Yes I only ever want to run one campaign* - designing them is just too much bloody work to want to have to do it any more often than absolutely necessary! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* - by which I mean setting; I run multiple interweaving parties in multiple interweaving story arcs in that setting if I can. So far I'm on my third full setting in 35 years.</p><p></p><p>Where I'm quite happy to turn over players until the right group settles out; knowing there's going to inevitably be some player turnover anyway in a long campaign.</p><p></p><p>Fun for some perhaps, but by no means fun for all.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7821984, member: 29398"] Sure there is. There's no Gnomes in the setting, thus there's no Gnomes available to play. But there's Elves in the setting, and some of those Elves are evil*, and so there should be evil Elves available to play. * - unless in that setting there are no evil Elves at all That great. Sounds cool! But now, reconcile it with the requirement that "everyone must play a group-oriented character whose goals align with that of the others" - this a rough paraphrasing of some requirements I've seen put forward in this thread and elsewhere. Er...either something doesn't quite parse here, or we're agreeing without realizing it. "[I]The narrative player[/I] (by which I think you mean GM) [I]not guiding the players away from something they know no-one will enjoy[/I]" sounds just the same to me as "let the chips fall where they may". Ah, but not all of us see it as wasting time. :) For some of us it comes under character development and-or player-driven story development. Two characters in a party, for example, might develop a heated rivalry over time; maybe even reaching the stab-in-the-back(or front) stage. Playing out that rivalry develops both characters, and provides player-driven story running alongside - or even sometimes in place of - the ongoing story arc(s) of the party. Exactly right. Benning Gnomes tells me WHAT I can play. Setting a coherent style of play tells me HOW to play. Big, big difference: a DM is fully ithin her rights to tell me what to play but has no business whatsoever in telling me how to play it. And most of those disagreements come about from people trying to restrict other people as to how they play. Stop restricting people, and sort things out in character. Yes I only ever want to run one campaign* - designing them is just too much bloody work to want to have to do it any more often than absolutely necessary! :) * - by which I mean setting; I run multiple interweaving parties in multiple interweaving story arcs in that setting if I can. So far I'm on my third full setting in 35 years. Where I'm quite happy to turn over players until the right group settles out; knowing there's going to inevitably be some player turnover anyway in a long campaign. Fun for some perhaps, but by no means fun for all. [/QUOTE]
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