Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Rant: Why must thing always be obvious in D&D?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Raven Crowking" data-source="post: 3652645" data-attributes="member: 18280"><p>Actually, I disagree with that premise right there. As a player, I have created PCs that I <em>knew</em> were less viable than other PC concepts, for the fun and challenge of playing those concepts. If you are creating a character in my world, which (based on world information you have available to you ahead of time) you should reasonably know is going to have a hard time, and then you are shocked about not easily being able to discover secret cults, then you may create a new character or play the character you created, hardships and all.</p><p></p><p>If you create an awakened chimpanzee ranger in a temperate zone, people are going to stare, and some people are going to be frightened, until you make your mark in the area. Then people stand by you, because they know who you are.</p><p></p><p>If you are in a campaign where, over the last several thousand years, brutal snakemen enslaved the world until finally overthrown, leaving the world in a chaos that it has yet to recover from, and you want to play a character with an obvious reptilian theme ("Hey! I'm a scaly half-dragon!") then you're going to face consequences whether that's what you're "in to" or not.</p><p></p><p>Admittedly, one of the consequences might be that you seek another game. That's okay. I'm not screwing the rest of my players to make your choices inconsequential. Because if I do, I am saying that <em>any</em> choice can be made without consequence, and therefore <em>all</em> choices are essentially meaningless. You might as well be watching TV.</p><p></p><p>Having to put forth some effort to locate other followers of your god is a logical, and IMHO obvious, consequence of choosing to play a follower of an evil deity whose worship primarily consists of evil cults. </p><p></p><p>Your players may be very different than mine, but mine expect me to include complication and would revolt if I let "Mr. Cultist" escape from the consequences of his choices. I include "Mr. Cultist" in this; if he wanted to play a cultist, <em>that's why</em> he chose that character. As far as a newcomer goes, I will not change playstyles (thus damaging the group) to accomodate (though I might in a seperate game). It doesn't matter how much they aren't "in to" finding the cult, or facing the dragon.</p><p></p><p>IMHO, the conversation should go something like this:</p><p></p><p>Player: "I want to be a member of a secret cult, but I'm not into locating it."</p><p></p><p>DM: "Then do something else."</p><p></p><p>Player: "But if I don't locate it, I can't get the benefits of locating it."</p><p></p><p>DM: "That's true. What are you going to do?"</p><p></p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3652645, member: 18280"] Actually, I disagree with that premise right there. As a player, I have created PCs that I [i]knew[/i] were less viable than other PC concepts, for the fun and challenge of playing those concepts. If you are creating a character in my world, which (based on world information you have available to you ahead of time) you should reasonably know is going to have a hard time, and then you are shocked about not easily being able to discover secret cults, then you may create a new character or play the character you created, hardships and all. If you create an awakened chimpanzee ranger in a temperate zone, people are going to stare, and some people are going to be frightened, until you make your mark in the area. Then people stand by you, because they know who you are. If you are in a campaign where, over the last several thousand years, brutal snakemen enslaved the world until finally overthrown, leaving the world in a chaos that it has yet to recover from, and you want to play a character with an obvious reptilian theme ("Hey! I'm a scaly half-dragon!") then you're going to face consequences whether that's what you're "in to" or not. Admittedly, one of the consequences might be that you seek another game. That's okay. I'm not screwing the rest of my players to make your choices inconsequential. Because if I do, I am saying that [i]any[/i] choice can be made without consequence, and therefore [i]all[/i] choices are essentially meaningless. You might as well be watching TV. Having to put forth some effort to locate other followers of your god is a logical, and IMHO obvious, consequence of choosing to play a follower of an evil deity whose worship primarily consists of evil cults. Your players may be very different than mine, but mine expect me to include complication and would revolt if I let "Mr. Cultist" escape from the consequences of his choices. I include "Mr. Cultist" in this; if he wanted to play a cultist, [i]that's why[/i] he chose that character. As far as a newcomer goes, I will not change playstyles (thus damaging the group) to accomodate (though I might in a seperate game). It doesn't matter how much they aren't "in to" finding the cult, or facing the dragon. IMHO, the conversation should go something like this: Player: "I want to be a member of a secret cult, but I'm not into locating it." DM: "Then do something else." Player: "But if I don't locate it, I can't get the benefits of locating it." DM: "That's true. What are you going to do?" RC [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Rant: Why must thing always be obvious in D&D?
Top