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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="prosfilaes" data-source="post: 6406657" data-attributes="member: 40166"><p>It depends on how the gaming group is put together. If I'm not going to play in the next game of my current D&D group, I'm probably not going to play in the game after that. In a year, I probably will have something else scheduled on that night or at least be going out as many nights as I find feasible.</p><p></p><p>In the gaming group I know that has been running 20 years, players have never left because they didn't like what was coming up, and if someone felt compelled to do so, it would be a lot of stress on the group. Why shouldn't the DM take some of the stress of supporting that social dynamic? There have been a lot of side games where DMs can explore their weird ideas; why is it outrageous that there be a game where all the group that was in the last game (occasionally excluding problem players) is interested in?</p><p></p><p></p><p></p><p>Those two points are the same? A massive transformation in the whole game for everyone is the same as one PC being an usual race and possibly some minor world changes? Getting high-and-mighty about how you shouldn't compromise on anything is more of a problem then a player wanting to play a race.</p><p></p><p></p><p></p><p>You don't think the DM will perceive "allow this or we play another game" as insisting? If players start getting picky about what they will play, then the question becomes: is the DM willing to stand his ground and not run the game, or compromise? In an environment where there are multiple DMs willing to run, the question is no longer players "insisting" but DMs "selling".</p></blockquote><p></p>
[QUOTE="prosfilaes, post: 6406657, member: 40166"] It depends on how the gaming group is put together. If I'm not going to play in the next game of my current D&D group, I'm probably not going to play in the game after that. In a year, I probably will have something else scheduled on that night or at least be going out as many nights as I find feasible. In the gaming group I know that has been running 20 years, players have never left because they didn't like what was coming up, and if someone felt compelled to do so, it would be a lot of stress on the group. Why shouldn't the DM take some of the stress of supporting that social dynamic? There have been a lot of side games where DMs can explore their weird ideas; why is it outrageous that there be a game where all the group that was in the last game (occasionally excluding problem players) is interested in? Those two points are the same? A massive transformation in the whole game for everyone is the same as one PC being an usual race and possibly some minor world changes? Getting high-and-mighty about how you shouldn't compromise on anything is more of a problem then a player wanting to play a race. You don't think the DM will perceive "allow this or we play another game" as insisting? If players start getting picky about what they will play, then the question becomes: is the DM willing to stand his ground and not run the game, or compromise? In an environment where there are multiple DMs willing to run, the question is no longer players "insisting" but DMs "selling". [/QUOTE]
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Supplemental books: Why the compulsion to buy and use, but complain about it?
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