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Is campaign flavour sacrosanct in your game?
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<blockquote data-quote="wayne62682" data-source="post: 3127450" data-attributes="member: 40455"><p>I've been giving this thread some more thought since it highlighted what I think was the problem with my last gaming group:</p><p></p><p>D&D is a collaborative game; we can all agree on this I believe. But where do you draw the line? My experience has been similar to the following:</p><p></p><ul> <li data-xf-list-type="ul">DM suggests a campaign (we actually would vote on campaign ideas and the winner got to run their ideas)</li> <li data-xf-list-type="ul">DM sends out an email with synopsis of the campaign (expanding on the few sentences they submitted for the vote) and any specifics for character creation.</li> <li data-xf-list-type="ul">Players make characters at home (we never do creation sessions much to my chagrin), bring them to the DM for review on "game day" and we start playing.</li> <li data-xf-list-type="ul">At least two players end up making characters that are incompatible (lawful good cleric and Necromancer, for example, or paladin of god of justice and rob you blind Rogue) or everyone at the group makes PCs that would never logically adventure with each other, but nontheless we ignore it since that's what everyone wanted to play.</li> <li data-xf-list-type="ul">Game quickly becomes boring for me since there is no flavor or cohesion.</li> </ul><p></p><p>The issue of "flavor" comes up when a player only wants to play a certain thing.. for sake of weirdness we'll say Drow (assuming LA 0 variant for sake of argument) Rogue and/or Ninja. This player ONLY has fun playing this sort of character, but is a good friend. You can't just tell this person they can't play in the campaign because that's quite rude to do to a friend. So you have to fit in that sort of "flavor" to ensure that this person will have fun and not become bored because they can't play what they enjoy.</p><p></p><p>The question becomes at what point does the DM have to relent "flavor" for sake of the players enjoying themselves (since the game is supposed to be fun for EVERYBODY), and at what point is the player selfish because they refuse to play any flavor that "limits" what they can play (i.e. doesn't let them play the one and only thing they usually choose to play)?</p></blockquote><p></p>
[QUOTE="wayne62682, post: 3127450, member: 40455"] I've been giving this thread some more thought since it highlighted what I think was the problem with my last gaming group: D&D is a collaborative game; we can all agree on this I believe. But where do you draw the line? My experience has been similar to the following: [list] [*]DM suggests a campaign (we actually would vote on campaign ideas and the winner got to run their ideas) [*]DM sends out an email with synopsis of the campaign (expanding on the few sentences they submitted for the vote) and any specifics for character creation. [*]Players make characters at home (we never do creation sessions much to my chagrin), bring them to the DM for review on "game day" and we start playing. [*]At least two players end up making characters that are incompatible (lawful good cleric and Necromancer, for example, or paladin of god of justice and rob you blind Rogue) or everyone at the group makes PCs that would never logically adventure with each other, but nontheless we ignore it since that's what everyone wanted to play. [*]Game quickly becomes boring for me since there is no flavor or cohesion. [/list] The issue of "flavor" comes up when a player only wants to play a certain thing.. for sake of weirdness we'll say Drow (assuming LA 0 variant for sake of argument) Rogue and/or Ninja. This player ONLY has fun playing this sort of character, but is a good friend. You can't just tell this person they can't play in the campaign because that's quite rude to do to a friend. So you have to fit in that sort of "flavor" to ensure that this person will have fun and not become bored because they can't play what they enjoy. The question becomes at what point does the DM have to relent "flavor" for sake of the players enjoying themselves (since the game is supposed to be fun for EVERYBODY), and at what point is the player selfish because they refuse to play any flavor that "limits" what they can play (i.e. doesn't let them play the one and only thing they usually choose to play)? [/QUOTE]
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