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Should the DM accommodate characters, or characters accommodate DMs?

Because just because you claim that it was easy doesn't make it so. I'm curious how you made it easy, because I've never seen it be a simple thing. Note, I said very difficult, not impossible. I appreciate it can be done, but, IME, it's not an easy thing to do by any stretch.

So, why not answer the questions?
 

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So, basically, we're back to dueling anecdotes. I say that it's difficult to run campaigns with mounted characters because so many situations are mount unfriendly.

You disagree, telling me that you did so successfully in your campaign.

When I ask you how you did it, it's apparently a trade secret.

And you wonder why I find your claims somewhat suspect?
 

And you wonder why I find your claims somewhat suspect?

No, I don't wonder. I really couldn't possibly care less.

So, other folks: I'm planning a sandbox-style campaign since they're all the rage nowadays. We kind of have already made up characters, but I've a feeling once the DM hat is passed back to me, folks will want new PCs. We've been kind of one-shotting the past few sessions.

Regarding accommodation, my basic plan is to set up a central base of operations, probably a small town, and then radiate from there, placing a few site-based areas and then seed the soil with various rumors, important NPCs, et cetera.

For our first session, I think we're going to make up characters as a group. Try to let the players work out a semi-coherent group based on the set up described in the paragraph above. I want each player to come up with two or three somewhat short-term goals as well which I can work into the sandbox.

Any suggestions for additional planning?
 

Fair enough I suppose.

SO, if one of your players makes a mounted character, the other four (or however many) make spelunking characters, how exactly will you accomodate the mounted character?
 

I do agree with the point up-thread about the DM having a great deal more flexibility over encounters. Seems making the player happy by throwing him a joust against an ogre or a charge into a hobgoblin phalanx would be possible if the DM is writing the adventures.

In the event that the player's abilities are simply unworkable, I think that retraining can be used to swap out choices that are not campaign appropriate. After all, players are encouraged to develop their character's personality over early adventures, and I think a similar approach can be taken with skills/feats/what have you. I've done this as a straight swap and players usually are happy - they get to use something more applicable.

If the player is intractable and sticks to the concept after this is offered, I think that the onus is on them to be slightly more flexible.
 
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SO, if one of your players makes a mounted character, the other four (or however many) make spelunking characters, how exactly will you accomodate the mounted character?

Depends on the mount...
MM35_PG31.jpg
 



Fair enough I suppose.

SO, if one of your players makes a mounted character, the other four (or however many) make spelunking characters, how exactly will you accomodate the mounted character?

I give my players adventure options -- Town, Wilderness, Dungeon -- and then let them work it out amongst themselves. They'll decide what they want to do; it may mean splitting time between the wilderness and dungeons; it may mean the mounted character rides a giant spider; it may mean a retired character concept. In any event I give them options and am largely indifferent to the option they choose. If the rest of the table decides your concept is not useful to them, well, tough cookies!
 

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