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Forcing rules to accomodate character concepts
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<blockquote data-quote="Dykstrav" data-source="post: 3606439" data-attributes="member: 40522"><p>Quite bluntly, you tell your players up front what the game is, what genre/style you're going for, and what the acceptable character options are. If the players think it sucks, they don't have to play. I'm an adult and won't cry if someone doesn't like my imaginary friends.</p><p></p><p>A game such as you just described holds no interest for me whatsoever. Playing just about any type of character you want? To me, that's a polite way of saying that the campaign has no direction or structure. A good DM (or for that matter, any good storyteller) works within the limits of his material, not against them.</p><p></p><p>I'm not trying to come across as some sort of iron-fisted creative tyrant- giving the players what they want keeps them coming back, so any good DM does it. But at the same time, I'm not going to dump a 2-year campaign model to run a side adventure involving a heroic stand against an invading Persian-style army, or suddenly run off and do a pirate adventure, or start bringing in <em>Tome of Battle</em> when the players start watching anime. If the players have lost interest in the story I'm telling, there's deeper issues than crossing genres going on.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 3606439, member: 40522"] Quite bluntly, you tell your players up front what the game is, what genre/style you're going for, and what the acceptable character options are. If the players think it sucks, they don't have to play. I'm an adult and won't cry if someone doesn't like my imaginary friends. A game such as you just described holds no interest for me whatsoever. Playing just about any type of character you want? To me, that's a polite way of saying that the campaign has no direction or structure. A good DM (or for that matter, any good storyteller) works within the limits of his material, not against them. I'm not trying to come across as some sort of iron-fisted creative tyrant- giving the players what they want keeps them coming back, so any good DM does it. But at the same time, I'm not going to dump a 2-year campaign model to run a side adventure involving a heroic stand against an invading Persian-style army, or suddenly run off and do a pirate adventure, or start bringing in [I]Tome of Battle[/I] when the players start watching anime. If the players have lost interest in the story I'm telling, there's deeper issues than crossing genres going on. [/QUOTE]
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