Because you can't say no is not a good enough reason to keep the supplements low.
I realize that you are not speaking at me, there are several people commenting here. For sake of response, I'll pretend you were.I just want to focus real quick on the whole concept of compromise. You can't just solve an argument by declaring compromise. If I don't get what I want but you do then that is not compromise. Now the DM has the advantage here because the other players could be all set to play the DM's proposal while you may not. If I write a specific campaign and I'm only going to allow specific things then I don't budge. I would rather just not run the game.
Sometimes there is no compromise and I see that some here just can't accept that.
I'm with you on this one.Because you can't say no is not a good enough reason to keep the supplements low.
If the whole group doesn't think the DM is putting on a game that justifies the table requirements, then the table goes away. It works both ways.
I just want to focus real quick on the whole concept of compromise. You can't just solve an argument by declaring compromise. If I don't get what I want but you do then that is not compromise. Now the DM has the advantage here because the other players could be all set to play the DM's proposal while you may not. If I write a specific campaign and I'm only going to allow specific things then I don't budge. I would rather just not run the game.
Sometimes there is no compromise and I see that some here just can't accept that.
Enjoyment has to be the ultimately purpose of D&D, because if you're not enjoying it, why bother playing?
Yes. And I don't, necessarily, see that as a problem. It is nice when a compromise can be reached, but I am going to back the DM's decision as to if an when it is or is not appropriate to do so.but again, that means if the DM gets what he wants and the players don't that isn't compromise either...
and as much as SOMETIMES there is no compromise, these threads always make it sound like there is not compromise...
In fairness, the conflict arising from lack of compromise seems to be the premise of the conversation.these threads always make it sound like there is not compromise...
I disagree it is a group discion that the group needs to come to....Yes. And I don't, necessarily, see that as a problem. It is nice when a compromise can be reached, but I am going to back the DM's decision as to if an when it is or is not appropriate to do so.[
ok... so you and your friends have a set of things you agree on (like mine do) but when you play with others you just expect them to fall in line and bring nothing to the game???The players that I recruit are on board with what I a am running and decisions that I have made, but I set out to find those with compatible tastes and weed out those that are not. The result has been long time groups that only change when someone moves away.
hey that almost makes sense... like you worked with someone...An example of a compromise made was when I changed the appearance of one group of elves in my campaign, because the player wanted to play a drow and my world had not drow. I was willing to make a cosmetic change in physical appearance to the elves, because it changed nothing else about them. They would otherwise still be normal elves with the change to favored class (or in this case classes), I had established and still be distrusted as an island of demon worshiping pirates. This is the types of little changes I am willing to make. If they had insisted on being a drow, the answer would have been no.
I have walked out of many games over the years because DMs said things like that...If a player asks to be an infernal/abyssal or starlock type warlock, the answer would be no on both accounts. There are no great old ones or starlocks in the campaign. Infernal and Abyssal pact Warlocks are evil as they are expected to fulfill their patron's goals. Failure to do so results in the destruction of the warlock (My view on Warlocks is influenced by both Kolchak: The Night Stalker and 70's occult movies). So non-evil warlocks do not exists and, in my campaign, there are no evil PC characters.
So when a Player says "Hey I've got a cool idea to add to the world" your answer is no, no matter what if it involves something like this... something as simple as a variant clergy?!?!? I will never understand that thought process. At least hear them out...There is also no compromise on clerics and paladins. Each deity and his or her domains, tenets, granted spell lists, cleric variant abilities, etc. are determined by me prior to the campaign. Players have no say in these things.
WOW... just wow I can't believe anyone could be so set in there ways they can't imagine at least one or two people in a city would be different on naming, dress, class, or weapons...let alone a whole culture or nation...Similarly, cultures and nations are established prior to the campaign and players are, generally, expected to adhere to cultural details (e.g., naming conventions, dress, favored or forbidden starting classes, starting weapons (in some instances) etc.). There is room for some deviation (growing up in another culture, being bi-cultural, or other cultural reasons), but the player will need to discuss it with me as it will most likely have other repercussions on a character's starting abilities.