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Forcing rules to accomodate character concepts
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<blockquote data-quote="gizmo33" data-source="post: 3599717" data-attributes="member: 30001"><p>It doesn't have to accomodate all of them, mostly the ones that the players want to play. If players can't play the characters they want to, then what's the point of playing? I suppose it's a matter of finding a game system that the DM and players are happy with.</p><p></p><p></p><p></p><p>I guess you do. Thing is that I'm skeptical anytime anyone says "perfect", "carbon copy" or stuff like that. It usually smacks of hyperbole. The reason that this is important is that IME generally people have priorities - and that means you can often make people happy by addressing their priorities. The player may not need his character to be 100% like Conan, but to a flustered DM that isn't listening carefully, perhaps that's what it sounds like. Or maybe he does want 100%. I don't know because I'm not there, but my guess is that maybe you should try to decipher what the priorities are.</p><p></p><p></p><p></p><p>IME people that hate saying "no" will sometimes try to train people to not even ask them for anything - by ridiculing ideas or whatever. IMO the communication between players and DM works best when they feel comfortable to talk about what they want out of the game. That means having some respect for them and their ideas. Again, I don't really know how much of this applies to your situation, but I figured I'd cover this base.</p><p></p><p></p><p></p><p>Yea, there are plenty of problems like this and if it really is the case that they want a 100% match, then I guess this needs to explained.</p><p></p><p></p><p></p><p>That's essentially the hitpoint and saving throw mechanic though. Both of those mechanics refer to "luck" as a contributing factor - of course if you too heavily indulge in the metagame thinking, then you'd say "it's not luck that my 100 hp fighter survived in a fight against 50 mooks" - but that's metagame thinking. So you might be able to achieve this aspect of novels simply by a change in perspective.</p><p></p><p></p><p></p><p></p><p>There's no reason that any of this stuff is set in stone. If they want to play with 3 other people that all want equally powerful characters, then common sense should tell them what to expect. However, there's no reason that players can't start out with 20th level characters except that the DM doesn't want to play that kind of game. </p><p></p><p></p><p></p><p>This is DnD we're talking about, so "wanting everything" is a bit outside the scope. And since it's a game, and since it involves hours upon hours of time invested by everyone, not just the DM, then it makes sense that everyone has a good time while they're at it. Of course it also makes no sense for the DM to run a game that he doesn't like just to make players happy.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 3599717, member: 30001"] It doesn't have to accomodate all of them, mostly the ones that the players want to play. If players can't play the characters they want to, then what's the point of playing? I suppose it's a matter of finding a game system that the DM and players are happy with. I guess you do. Thing is that I'm skeptical anytime anyone says "perfect", "carbon copy" or stuff like that. It usually smacks of hyperbole. The reason that this is important is that IME generally people have priorities - and that means you can often make people happy by addressing their priorities. The player may not need his character to be 100% like Conan, but to a flustered DM that isn't listening carefully, perhaps that's what it sounds like. Or maybe he does want 100%. I don't know because I'm not there, but my guess is that maybe you should try to decipher what the priorities are. IME people that hate saying "no" will sometimes try to train people to not even ask them for anything - by ridiculing ideas or whatever. IMO the communication between players and DM works best when they feel comfortable to talk about what they want out of the game. That means having some respect for them and their ideas. Again, I don't really know how much of this applies to your situation, but I figured I'd cover this base. Yea, there are plenty of problems like this and if it really is the case that they want a 100% match, then I guess this needs to explained. That's essentially the hitpoint and saving throw mechanic though. Both of those mechanics refer to "luck" as a contributing factor - of course if you too heavily indulge in the metagame thinking, then you'd say "it's not luck that my 100 hp fighter survived in a fight against 50 mooks" - but that's metagame thinking. So you might be able to achieve this aspect of novels simply by a change in perspective. There's no reason that any of this stuff is set in stone. If they want to play with 3 other people that all want equally powerful characters, then common sense should tell them what to expect. However, there's no reason that players can't start out with 20th level characters except that the DM doesn't want to play that kind of game. This is DnD we're talking about, so "wanting everything" is a bit outside the scope. And since it's a game, and since it involves hours upon hours of time invested by everyone, not just the DM, then it makes sense that everyone has a good time while they're at it. Of course it also makes no sense for the DM to run a game that he doesn't like just to make players happy. [/QUOTE]
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