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Illusionism: Where Do You Stand?
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<blockquote data-quote="Lanefan" data-source="post: 9083812" data-attributes="member: 29398"><p>These comments collectively add up to a significant difference in philosophy from mine, I think, with the dichotomy being this:</p><p></p><p>Should the game state (in this case, the available items) be expected to adapt to the characters in play, or should the characters be expected to adapt to the game state as presented?</p><p></p><p>I'm very much in the latter camp: the characters are what they are and the setting is what it is, and if something doesn't match it's the characters, as run by their players, who should find a way to adapt.</p><p></p><p>If I've brought in a character with the player-side concept that this character is all about flying, say, and by bad luck or whatever over time I simply can't get my mitts on any means of flight, then maybe I-as-player eventually need to have the character give up on that idea and try something else (a trivially easy thing to roleplay in character). I as player have no right to expect (or worse, demand) the game give my character access to a flight device just because that's what I-as-player and she-in-character wants.</p><p></p><p>Or if a group of players all decide to play mages and most of the items they find early on are weapons and armour, it's on the mages (and their players) to find a way to make use of them, even if said use consists only of selling them for money and then converting that money into new spells or whatever.</p><p></p><p>Which means yes, the whole idea of wish lists is right out: I mean sure, make one if you like; but if I'm DMing you're pretty much wasting your time unless you're also willing to have your character do something about it in the fiction, possibly at great risk and-or cost (the stereotypical example here is a Paladin questing for a Holy Avenger).</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9083812, member: 29398"] These comments collectively add up to a significant difference in philosophy from mine, I think, with the dichotomy being this: Should the game state (in this case, the available items) be expected to adapt to the characters in play, or should the characters be expected to adapt to the game state as presented? I'm very much in the latter camp: the characters are what they are and the setting is what it is, and if something doesn't match it's the characters, as run by their players, who should find a way to adapt. If I've brought in a character with the player-side concept that this character is all about flying, say, and by bad luck or whatever over time I simply can't get my mitts on any means of flight, then maybe I-as-player eventually need to have the character give up on that idea and try something else (a trivially easy thing to roleplay in character). I as player have no right to expect (or worse, demand) the game give my character access to a flight device just because that's what I-as-player and she-in-character wants. Or if a group of players all decide to play mages and most of the items they find early on are weapons and armour, it's on the mages (and their players) to find a way to make use of them, even if said use consists only of selling them for money and then converting that money into new spells or whatever. Which means yes, the whole idea of wish lists is right out: I mean sure, make one if you like; but if I'm DMing you're pretty much wasting your time unless you're also willing to have your character do something about it in the fiction, possibly at great risk and-or cost (the stereotypical example here is a Paladin questing for a Holy Avenger). [/QUOTE]
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