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Seed Theory 1.
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<blockquote data-quote="The Shaman" data-source="post: 2419505" data-attributes="member: 26473"><p>While I'm inclined to agree, I think there are too many variables in this that make it difficult to draw firm conclusions or offer general advice. Already mentioned is the maturity of the players and their interests, to which I would add that genre can influence campaign-related restrictions and roleplaying.</p><p></p><p>Some players simply need to be told, "We're off to adventure!" and can make a party that works well together, covers the major needs of the group, and fits well with the background - others need to be lead by the hand (or other appendage) in order to (1) create a <u>team</u> that (2) is appropriate to the setting. The fantasy genre, with its incredible diversity of sentient beings and, in many games, classes/occupations, may make this more of a challenge than modern horror or intrigue, for example - this diversity appeals to both roleplayers (by offering potentially intriguing 'stranger in a strange land' characters) and power-gamers (more and bigger bonuses!).</p><p></p><p>IMHO, the players have a responsibility to make a party that adds to, not detracts from, the suspension of disbelief that underlies the campaign. If the players create characters that do not fit the setting in terms of race or class, insist on preparing backgrounds that do not mesh with the game-world history, or develop personalities that are inimical to the group dynamic, they are hurting the game. (To the latter group of players I offer this suggestion: if you want to work out your angsty little issues, write a short story or read a poem at an open-mic night - don't bring 'em to the gaming table, 'kay?)</p><p></p><p>As far as the original question goes, I am a GM who includes restrictions on player character choices in my games. I believe it helps to cull out players who will not mesh well with my GMing style, reducing potential frustration for both me and the player, for who wants to spend their leisure time being frustrated? This may limit my player pool somewhat (my most restrictive game barely got off the ground as I had a hard time attracting four players) but I'll accept that in exchange for a game experience where the players and I are all on the same page from the giddyup (that same restrictive game is one of the most enjoyable games I can recall playing).</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2419505, member: 26473"] While I'm inclined to agree, I think there are too many variables in this that make it difficult to draw firm conclusions or offer general advice. Already mentioned is the maturity of the players and their interests, to which I would add that genre can influence campaign-related restrictions and roleplaying. Some players simply need to be told, "We're off to adventure!" and can make a party that works well together, covers the major needs of the group, and fits well with the background - others need to be lead by the hand (or other appendage) in order to (1) create a [U]team[/U] that (2) is appropriate to the setting. The fantasy genre, with its incredible diversity of sentient beings and, in many games, classes/occupations, may make this more of a challenge than modern horror or intrigue, for example - this diversity appeals to both roleplayers (by offering potentially intriguing 'stranger in a strange land' characters) and power-gamers (more and bigger bonuses!). IMHO, the players have a responsibility to make a party that adds to, not detracts from, the suspension of disbelief that underlies the campaign. If the players create characters that do not fit the setting in terms of race or class, insist on preparing backgrounds that do not mesh with the game-world history, or develop personalities that are inimical to the group dynamic, they are hurting the game. (To the latter group of players I offer this suggestion: if you want to work out your angsty little issues, write a short story or read a poem at an open-mic night - don't bring 'em to the gaming table, 'kay?) As far as the original question goes, I am a GM who includes restrictions on player character choices in my games. I believe it helps to cull out players who will not mesh well with my GMing style, reducing potential frustration for both me and the player, for who wants to spend their leisure time being frustrated? This may limit my player pool somewhat (my most restrictive game barely got off the ground as I had a hard time attracting four players) but I'll accept that in exchange for a game experience where the players and I are all on the same page from the giddyup (that same restrictive game is one of the most enjoyable games I can recall playing). [/QUOTE]
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