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Player Etiquette: Changing Class
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<blockquote data-quote="Mallus" data-source="post: 4449223" data-attributes="member: 3887"><p>Ultimately, the world forms itself around the players. Any illusion of a persistent, independent world is just another trick in the DM's bag, a tool for creating an interesting game. I don't see the benefit in forgetting the <em>purpose</em> for an RPG setting; as the 'board' for a role-playing <em>game</em>. Form follows function, etc. </p><p></p><p>And I say this as an inveterate homebrewer with a great affinity for the RPG settings I've cooked up.</p><p></p><p></p><p>No, you're mistaken. All I said was that a DM should consider party composition when designing adventures, not that the party should be able to tackle any opponent at any time with a reasonable chance for success. "Don't run the Mega-Crypt of the Undead for a party of 3e rogues". </p><p></p><p></p><p>I think my point is that we should stop thinking in terms of 'ideal' parties. Whatever the players choose to create is 'ideal', with the right adventures.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4449223, member: 3887"] Ultimately, the world forms itself around the players. Any illusion of a persistent, independent world is just another trick in the DM's bag, a tool for creating an interesting game. I don't see the benefit in forgetting the [i]purpose[/i] for an RPG setting; as the 'board' for a role-playing [i]game[/i]. Form follows function, etc. And I say this as an inveterate homebrewer with a great affinity for the RPG settings I've cooked up. No, you're mistaken. All I said was that a DM should consider party composition when designing adventures, not that the party should be able to tackle any opponent at any time with a reasonable chance for success. "Don't run the Mega-Crypt of the Undead for a party of 3e rogues". I think my point is that we should stop thinking in terms of 'ideal' parties. Whatever the players choose to create is 'ideal', with the right adventures. [/QUOTE]
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