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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="Greg K" data-source="post: 6399694" data-attributes="member: 5038"><p>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.</p><p></p><p></p><p>The only reason it is some of the time in my case is that the need rarely comes up. The players that I recruit are on board with what I 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.</p><p>An example of a compromise made was when I changed the appearance of one group of elves at the start of my campaign, because the player wanted to play a drow and my world had no 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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Similarly, cultures and nations are established prior to the start of 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.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6399694, member: 5038"] 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. The only reason it is some of the time in my case is that the need rarely comes up. The players that I recruit are on board with what I 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. An example of a compromise made was when I changed the appearance of one group of elves at the start of my campaign, because the player wanted to play a drow and my world had no 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. 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. 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. Similarly, cultures and nations are established prior to the start of 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. [/QUOTE]
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