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<blockquote data-quote="kaomera" data-source="post: 5492268" data-attributes="member: 38357"><p>When I was playing 1e AD&D I played a number of half-orc characters. One of the things about playing a half-orc (one of the fun things, IMO) was that you just knew the NPCs where going to mess with you. You where practically playing a monster! If you where lucky (or not, the phrase "with friends like these..." comes to mind) the the other PCs would stick with you... And then, eventually, if you survived to level up a few times, you got the chance to throw it back in their faces...</p><p></p><p>I mostly stopped playing / running D&D at the time that 2e came out, up until just before 3e. And when I got back into the game I ran into the attitude from the majority of the people I was playing with that it wasn't fair for a DM to "pick on" a player for his character choices in this way. If a player wanted to play a half-fiend Drow with mind-flayer implants, that was their choice and as long as it was within the rules treating (or having the NPCs treat) them any differently from any other PC was just low.</p><p></p><p>This idea has led me to try and incorporate any choices that players make regarding their character into my setting fluff. Which in turn has caused me a problem: I don't like sprawling fluff, I don't really want to have a "place" in my settings for dozens and dozens of PC races. And if I could get players to give me their character ideas I could just make sure that those where the ones I did incorporate; but a lot of players really prefer to see what I've got cooked up before they come up with a character, and there's always players who join the game later, etc...</p><p></p><p>So what I've been thinking is that I can just build a core setting the way I want to and present it to the players. Then I can incorporate anything else that shows up as something of a fringe element... Something that the average person in the campaign has never seen and won't be sure of how to react to. Heck, the NPCs might even be liable to mistake the PC for a monster! The possible problem is that if the idea that making a player's choices "weird" is no good is still around (and if it ever was as widespread as I've assumed), this might not work either...</p><p></p><p>(Obviously "ask the players" is the first & best answer, but I don't get to play with a stable pool of people I've gamed with before - I'd like to get an idea of how a player who's never gamed with me might react to this...)</p></blockquote><p></p>
[QUOTE="kaomera, post: 5492268, member: 38357"] When I was playing 1e AD&D I played a number of half-orc characters. One of the things about playing a half-orc (one of the fun things, IMO) was that you just knew the NPCs where going to mess with you. You where practically playing a monster! If you where lucky (or not, the phrase "with friends like these..." comes to mind) the the other PCs would stick with you... And then, eventually, if you survived to level up a few times, you got the chance to throw it back in their faces... I mostly stopped playing / running D&D at the time that 2e came out, up until just before 3e. And when I got back into the game I ran into the attitude from the majority of the people I was playing with that it wasn't fair for a DM to "pick on" a player for his character choices in this way. If a player wanted to play a half-fiend Drow with mind-flayer implants, that was their choice and as long as it was within the rules treating (or having the NPCs treat) them any differently from any other PC was just low. This idea has led me to try and incorporate any choices that players make regarding their character into my setting fluff. Which in turn has caused me a problem: I don't like sprawling fluff, I don't really want to have a "place" in my settings for dozens and dozens of PC races. And if I could get players to give me their character ideas I could just make sure that those where the ones I did incorporate; but a lot of players really prefer to see what I've got cooked up before they come up with a character, and there's always players who join the game later, etc... So what I've been thinking is that I can just build a core setting the way I want to and present it to the players. Then I can incorporate anything else that shows up as something of a fringe element... Something that the average person in the campaign has never seen and won't be sure of how to react to. Heck, the NPCs might even be liable to mistake the PC for a monster! The possible problem is that if the idea that making a player's choices "weird" is no good is still around (and if it ever was as widespread as I've assumed), this might not work either... (Obviously "ask the players" is the first & best answer, but I don't get to play with a stable pool of people I've gamed with before - I'd like to get an idea of how a player who's never gamed with me might react to this...) [/QUOTE]
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