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I'm sorry, your character idea is too awful.
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<blockquote data-quote="MonkeyDragon" data-source="post: 4537951" data-attributes="member: 23929"><p>First of all, that Kobold Paladin is the most awesomnest thing I've heard all day. I WILL find a way to work that concept as an NPC into my game. Yoink!</p><p></p><p>It's important that players are included in the planning of a game, so that everyone's on board with the tone. In the end, though, the DM is the one who SETS the tone. And the DM has to like the game they're presenting to the players. </p><p></p><p>So I don't see anything wrong with asking players to go along with certain guidelines when creating characters. I think it's just fine to say "That's a fine concept, but it's not right for THIS game. Save it for later."</p><p></p><p>I think it depends on the length of the game, as well. I recently ran a two shot that was an enormously silly parody of 300. The players were all 8 year old spartan boys. Everyone had to be human, choose from a few fighter classes, and had some other restrictions. They fought persian kobolds. It was rediculous. The players LOVED it. If it was more than a short, I would have had rebellion.</p><p></p><p></p><p>I will ALWAYS say no (or put on the kibosh in my pregame handouts) to characters who can't get along with other characters, the Lone Wolf, and walking disruptions. </p><p></p><p>It all comes down to my Golden Rule: Thou shalt not allow thy fun to come at the expense of anyone else's fun.</p></blockquote><p></p>
[QUOTE="MonkeyDragon, post: 4537951, member: 23929"] First of all, that Kobold Paladin is the most awesomnest thing I've heard all day. I WILL find a way to work that concept as an NPC into my game. Yoink! It's important that players are included in the planning of a game, so that everyone's on board with the tone. In the end, though, the DM is the one who SETS the tone. And the DM has to like the game they're presenting to the players. So I don't see anything wrong with asking players to go along with certain guidelines when creating characters. I think it's just fine to say "That's a fine concept, but it's not right for THIS game. Save it for later." I think it depends on the length of the game, as well. I recently ran a two shot that was an enormously silly parody of 300. The players were all 8 year old spartan boys. Everyone had to be human, choose from a few fighter classes, and had some other restrictions. They fought persian kobolds. It was rediculous. The players LOVED it. If it was more than a short, I would have had rebellion. I will ALWAYS say no (or put on the kibosh in my pregame handouts) to characters who can't get along with other characters, the Lone Wolf, and walking disruptions. It all comes down to my Golden Rule: Thou shalt not allow thy fun to come at the expense of anyone else's fun. [/QUOTE]
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I'm sorry, your character idea is too awful.
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