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<blockquote data-quote="Neonchameleon" data-source="post: 8789254" data-attributes="member: 87792"><p>What I'm seeing is (assuming a half decent Session 0) a selfish player and a matter of bad design. "The DM made an underdark campaign but I chose Tundra and the DM won't move the campaign hundreds of miles. Waaaahhhh! Why doesn't the entire campaign revolve around MEEEEEEE!!!" And yes that is bad. </p><p></p><p>What's particularly bad is that this is the fault of the <em>designers.</em> What <em>should</em> happen is that favoured terrain should give you bonuses anywhere certain situations arise that are most common in those terrains rather than being as useful as a chocolate teapot outside specific terrains. For example if Tundra gave you Cold Resistance anywhere (because Tundras are cold) it would be comparatively easy to work <em>that</em> in and is likely to come up naturally. So there would have been no problem.</p><p></p><p>This isn't about being "anti-player". You aren't specifically targeting anything the players are doing. This is about being anti-DM and giving the DM extra things that they have to do that there's no benefit for them for doing and that doesn't make the adventure any more inherently interesting.</p><p></p><p>This is complete nonsense. There is an entire effective school of DMing where the DM is <em>intended</em> to be neutral because the fundamental fantasy is overcoming the world and the challenges it throws at you, not having the world tailor made to your whims. Calling basically the entire OSR badwrongfun is a problem.</p><p></p><p>And the players' character choices should be designed with the campaign in mind. And the designers should make sure that additional makework isn't loaded onto the DM just because they thought some half-assed idea was cool. This is a matter of loading something onto the DM that isn't necessary.</p><p></p><p>And if the ranger chooses Undead knowing it's a pre-written adventure that's on them. As for letting people participate underwater that's a default thing and any DM who creates an adventure not expecting that the players will need help with that are fools.</p><p></p><p>Meanwhile the player's job is <em>also</em> to make the game fun for everyone. And they know the DM already puts in three times as much work as they do at the bare minimum. If players are making choices that <em>can only</em> come up if the DM decides to rewrite significant parts of the adventure to cater to them (something that will make the DM's job harder and less fun) they are making things less fun. And that's on them.</p><p></p><p>The designer's job is to create a system that engages everyone for minimum effort - and they failed badly here by putting in choices that will make things either less fun for the player who takes them or harder and less fun for the DM.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8789254, member: 87792"] What I'm seeing is (assuming a half decent Session 0) a selfish player and a matter of bad design. "The DM made an underdark campaign but I chose Tundra and the DM won't move the campaign hundreds of miles. Waaaahhhh! Why doesn't the entire campaign revolve around MEEEEEEE!!!" And yes that is bad. What's particularly bad is that this is the fault of the [I]designers.[/I] What [I]should[/I] happen is that favoured terrain should give you bonuses anywhere certain situations arise that are most common in those terrains rather than being as useful as a chocolate teapot outside specific terrains. For example if Tundra gave you Cold Resistance anywhere (because Tundras are cold) it would be comparatively easy to work [I]that[/I] in and is likely to come up naturally. So there would have been no problem. This isn't about being "anti-player". You aren't specifically targeting anything the players are doing. This is about being anti-DM and giving the DM extra things that they have to do that there's no benefit for them for doing and that doesn't make the adventure any more inherently interesting. This is complete nonsense. There is an entire effective school of DMing where the DM is [I]intended[/I] to be neutral because the fundamental fantasy is overcoming the world and the challenges it throws at you, not having the world tailor made to your whims. Calling basically the entire OSR badwrongfun is a problem. And the players' character choices should be designed with the campaign in mind. And the designers should make sure that additional makework isn't loaded onto the DM just because they thought some half-assed idea was cool. This is a matter of loading something onto the DM that isn't necessary. And if the ranger chooses Undead knowing it's a pre-written adventure that's on them. As for letting people participate underwater that's a default thing and any DM who creates an adventure not expecting that the players will need help with that are fools. Meanwhile the player's job is [I]also[/I] to make the game fun for everyone. And they know the DM already puts in three times as much work as they do at the bare minimum. If players are making choices that [I]can only[/I] come up if the DM decides to rewrite significant parts of the adventure to cater to them (something that will make the DM's job harder and less fun) they are making things less fun. And that's on them. The designer's job is to create a system that engages everyone for minimum effort - and they failed badly here by putting in choices that will make things either less fun for the player who takes them or harder and less fun for the DM. [/QUOTE]
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