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Limiting the scope of your campaign
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<blockquote data-quote="Rothnoran" data-source="post: 1938410" data-attributes="member: 27404"><p>I agree 100%. Players want to be able to customize their characters...and should be able to. I just insist that it fit within the "game world". Clearly, a player may want to be a Shadow Dancer, but in my world there are none. What I have to do then is help the player see that through skill and feat choices they can create a Rogue withe the flavor of the shadow dancer. This makes their character even more unique then if I simply allowed the Shadow Dancer PrC. Of course they would not get a pet shadow or be able to teleport through shadow...but my feeling is that if they only wanted the PrC for the gaudy trapping then it was probably a bad idea to begin with.</p><p></p><p></p><p></p><p></p><p>Not even necessarily what "I" have provided, but what the "world" provides. I try to make them understand that their characters are (from their perspective) real and living in a real world.</p><p></p><p></p><p></p><p>That's a great question. One player we call Little Sean (I am Big Sean...I an 6'5 and go 300lb) plays a Rogue named Gazi. He was the toughest to bring into the concept primarily for two reasons. First, he plays a lot of Ever Quest and DAoC, which of course is all about leveling, getting new powers and killing stuff. And second, he was also playing in another game initially where the "meta" game kind of held sway so the players were not so much interested in the "game world" as the "game mechanic". After several weeks of him saying "On page xx of the PHB it says blah blah blah" to which I would say "Does it say that in the Rothnoran Handbook?" He eventually came to understand that the Rothnoran book was a guide to the world Gazi lived in and all its possibilities...even those he could create for himself. Actually, Little Sean is probably the best Role-Player in my group and now that I have gotten him to stop thinking about the game mechanic its great to watch him interact with players and NPC's. In fact, we recently finished a story line that ran at a pace of 1 day game time per session. There were times when the players were separated into different rooms with me going back and forth and it was inspiring to leave a room and come back 20 min later and the two or three players in that room were still conversing and sharing information in character.</p><p></p><p>The people that took to it the best were individuals who had not role played in a while or who had not yet used the D20 system. We try to focus on the Role Playing and it is not uncommon for us to go several sessions without any combat. I think having only a set specific amount of rules helps the people to ignore the game mechanic.</p></blockquote><p></p>
[QUOTE="Rothnoran, post: 1938410, member: 27404"] I agree 100%. Players want to be able to customize their characters...and should be able to. I just insist that it fit within the "game world". Clearly, a player may want to be a Shadow Dancer, but in my world there are none. What I have to do then is help the player see that through skill and feat choices they can create a Rogue withe the flavor of the shadow dancer. This makes their character even more unique then if I simply allowed the Shadow Dancer PrC. Of course they would not get a pet shadow or be able to teleport through shadow...but my feeling is that if they only wanted the PrC for the gaudy trapping then it was probably a bad idea to begin with. Not even necessarily what "I" have provided, but what the "world" provides. I try to make them understand that their characters are (from their perspective) real and living in a real world. That's a great question. One player we call Little Sean (I am Big Sean...I an 6'5 and go 300lb) plays a Rogue named Gazi. He was the toughest to bring into the concept primarily for two reasons. First, he plays a lot of Ever Quest and DAoC, which of course is all about leveling, getting new powers and killing stuff. And second, he was also playing in another game initially where the "meta" game kind of held sway so the players were not so much interested in the "game world" as the "game mechanic". After several weeks of him saying "On page xx of the PHB it says blah blah blah" to which I would say "Does it say that in the Rothnoran Handbook?" He eventually came to understand that the Rothnoran book was a guide to the world Gazi lived in and all its possibilities...even those he could create for himself. Actually, Little Sean is probably the best Role-Player in my group and now that I have gotten him to stop thinking about the game mechanic its great to watch him interact with players and NPC's. In fact, we recently finished a story line that ran at a pace of 1 day game time per session. There were times when the players were separated into different rooms with me going back and forth and it was inspiring to leave a room and come back 20 min later and the two or three players in that room were still conversing and sharing information in character. The people that took to it the best were individuals who had not role played in a while or who had not yet used the D20 system. We try to focus on the Role Playing and it is not uncommon for us to go several sessions without any combat. I think having only a set specific amount of rules helps the people to ignore the game mechanic. [/QUOTE]
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