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The Culture of Third Edition- Good or Bad?

Bendris Noulg said:
Promotes metagame thinking. Every time the PCs hear about or encounter a Druid, they'll be wondering about it. Best game-wise to just keep the info off the table.

As opposed to the out-of-game resentment that the arbitrary, unexplained rulings foster. Honestly, if a DM said out of nowhere, "No Druids in my game" and refused to explain any further, I would think he's a jerk, not for "restricting options", but for having a "I'm the DM and I get to say these sort of things" attitude. I would assume that any DM I would play for would have enough respect for me as a player to at least say "there is a plot reason why druids aren't available, you can find out the details in-game."

Remember: Partnership, not opposition. Teamwork, not competition.

GM's should assume that their players are mature enough to keep basic OOG info out of game. If they aren't mature enough, then perhaps keeping the game to a simple dungeon crawl until they can handle detailed plots is in order.

If some PC's want to play Druids, then perhaps they wouldn't enjoy a campaign that makes Druids villains, and they would be better off spending their nights rolling dice with another DM. The DM can write up all the detailed backstory and intricate plot he wants, but if it never shows up in game, or never makes it beyond some token mentions or the framework for a dungeon crawl/battle then it really doesn't matter.

Also, if you're removing core options, you can make players feel better by introducing new campaign-specific options.

If your setting doesn't have Paladins (like 2e & athas.org Dark Sun), perhaps you can create a new class for martial champions of a faith, like an Elemental Champion class (like people suggested Dragon should have done). If you don't want someone to play a Druid because there is something going on with the druidic order, what about a Cleric of a nature or elemental themed deity (or a deity that has an order that is somewhat rustic or elemental). What would a spiritual person who wanted to revere nature do in this world? Are you just disallowing that character concept? Most of the PHB classes are fairly archetypical of fantasy concepts, so disallowing them does remove some things that players generally want to play. Most of the PHB races are also fairly universal races that are present in most common fantasy settings, so for most settings players generally imagine themselves playing one of these races.

Campaign specific classes/spells/feats help to define a world, and if inserted in place of Core materials (especially into similar roles) help to let players play the general concept they want to play. A player who may be upset that they can't play a Halfling may perk up when they hear about Kender (as an example), or someone who wants to play a Monk because they want to be a combattant who uses exotic techniques and no armor may like the idea of playing a gladiator, or if he had a more spiritual monk in mind, a hermit or a mystic may appeal to them. If it didn't exist before, but it fits with the spirit of the world, working with the player to create such a class helps the player feel more involved (since he's developing the game along with the DM) and makes for a better game overall.
 

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Kamikaze Midget said:
Y'know, if you can find people williing to accept your authority and play a good game, more power to you. I'm just saying that not everyone will nessecarily kowtow to a DM's authority just because they're the DM and they have the final say.
Okay, this completely baffles me. And now you're talking personally about ME. You're saying things about me and my players that I find rather offensive.

You're saying that the players in my Barsoom campaign are "kowtowing" to my authority, because I came up with a campaign setting that had lots of homebrew rules and invited them to play in it. That's a pretty unpleasant thing to say about a bunch of people you've never met.

My campaign settings NEVER use all the rules in the Player's Handbook. They NEVER use all the monsters in the Monster Manual. They NEVER provide all the options in the DM's Guide. And I have NEVER offered any explanation for ANY of my many, many campaign settings other than, "I don't want to do it that way this time," or, "That just doesn't fit for my concept."

Is that me insisting that people kowtow to my authority because I'm the DM? Or is that me coming up with keen ideas I'm excited to use to tell stories, and then finding players who are just as excited as I am?

I'm sorry, I'm trying to understand your point of view, but look at what you're calling me.

You seem obsessed with this idea that there's a struggle for power necessarily present in role-playing games between the players and the DM -- that somebody has to "be in charge" and that everyone else has to "submit" to their will. Poppycock.

Every time you join ANY campaign you accept the authority of the DM (over the campaign setting) -- just as the DM accepts your authority (over your character). Obviously a degree of trust is implied in that relationship -- you trust each other not to cheat or change the conditions arbitrarily. But that does not imply any sort of power struggle, nor does it apply any less to a campaign run strictly by the books than to one chock-full of zany houserules.

Joining a campaign full of zany houserules does not require any more "submission" on the part of the players than playing in a Living Greyhawk campaign. A player doesn't "win" some contest because they get to impose their idea on the DM's setting, any more than the DM "loses" in the same situation.

Games are cooperative ventures in which everyone contributes, and where the DM and the players have different spheres of authority. The DM defines the setting and the players decide the actions and personalities of the heroes. Together they determine the nature of the story. Since the heroes necessarily EMERGE from the setting, things will usually go much smoother if the players make an effort to understand the setting and come up with characters who do in fact emerge from it and belong to it. Hopefully we all agree on all this -- the corollary is that there is no question of anyone going beyond the norm in such a situation as the DM defining houserules for the setting -- or the players coming up with characters who fit into that setting. Nobody's kowtowing in such a scenario -- they're just playing the game the way it's meant to be played. To suggest otherwise is offensive.

If you prefer games where you have access to all the "standard" rules, that's perfectly fine. I have no complaint with that point of view. If you prefer a DM to explain their houserules, that's fine, too. But don't cast aspersions on people who like to play in a different style than you. Don't insult people you've never met just because they hold different opinions on what is appropriate game play.
 

Kamikaze Midget said:
First of all, this is the straw man -- no one is saying that DMs have to cater to every whim of a demanding player. No one is asking a DM to play in a game they don't enjoy.
And that's a good thing because it would obviously be wrong. However, saying "I want a good reason for [Option of Choice] not to be available or it should be there" is coming dangerously close to this point.

Second, the DM spends that much time building a campaign setting and plot because, presumably, they enjoy doing it. If it stops being fun for them, they should give up the reigns to someone who will have fun doing it, I think. This is assuming that the group is compatible to begin with, of course.
This is side-stepping the issue. Let me rephrase: Why should I change my world from something I do enjoy working on to something I don't enjoy working on just because you like Elves?

You can't stop metagame thinking, really. Just by banning druids from player choice, but allowing them as NPC's, they know there's a reason you did it, if they still trust you as a DM not to be arbitrary. And if they don't trust you, they probably wouldn't play to begin with, so there ya go. Either they're thinking metagame anyway, or they're not playing with you. ;)
Except that "I don't like them" remains a possible reason. In this instance, the players have to ask themselves if there is a real reason or if they are over-thinking the situation.

Well, I don't know many druids who are in big cities....and if they have a problem with being on the outskirts of the organization (maybe they thought they'd be a political druid?), you can talk it out with them. Present your reason for enforcing that (as above, explaining yourself).
Actually, there are plenty of reasons for Druids to be involved with cities: Maintaining agriculture (increasing farm productivity so that the city requires less land to maintain itself), assuring that the city's population doesn't outgrow local resources and supplies, ensure that there is a voice heard by the ruling authority concerning the care and wellbeing of the surrounding country side. Lawful Neutral Druids are very valuable in this respect, as they can be an important link between civilization and nature.

This is a common Fantasy and Heroic motif -- the nobody that the badguys overlook until it's too late.
Except that this one requires to bad guys to not notice someone in their own ranks, which would call into question the competance of the members. No offense, but I'm sure you'll understand if I don't want to make every Druid between the PC and the Grand Druid a complete dolt.

The Order supercedes the edicts of the faith itself? Why would he loose the powers unless he violated his oaths? Or does a cleric loose their powers because they don't play well with others, too? Is it impossible to be a rebellious divine spellcaster without loosing your divine spellcasting powers? So inter-faith arguments are impossible? I don't think you'd really want all the ramifications of putting the Order as the source of the power, right?
Going with "The Order" motiff presented, yes. The Order is focused on maintaining a cosmic balance. If the Druid PC is working against The Order, he is also working against the cosmic balance he has sworn to protect and promote. Thus, he's an Ex-Druid because he is threatening the Balance instead of protecting and promoting it.

No, it's not. :) It's much more important IMHO to value players as essential for the DM's enjoyment.
Which boils down to "do it my way or I'm gone". In which case, the door's at the end of the hall on the left, being that there are far more reasonable players out there that will accept, adapt and enjoy the game as presented and it would be better to have an open mind and positive attitude filling the seat.
 

wingsandsword said:
Honestly, if a DM said out of nowhere, "No Druids in my game" and refused to explain any further, I would think he's a jerk, not for "restricting options", but for having a "I'm the DM and I get to say these sort of things" attitude.
I guess you think I'm a jerk, is that right?

If one of my Barsoom players said to me, "I really want to play a small person. A wee little guy," I'd be possibly confused, but I'd allow them to play a midget, if that's what was really their thing. But if they then said, "No, he has to be part of whole race of small people, who are quick and dextrous and curious," I'd just say, "Look, there are no halflings on Barsoom. Just humans."

I mean, seriously. If my campaign setting just doesn't include Druids, what do you want me to tell you? There are no Druids on Barsoom. If you want to play a character LIKE a Druid, well, maybe we can come up with some sort of nature cult -- BUT you won't have any spells, no animal companion, no special abilities -- you're just a guy who runs around outdoors a lot.

I don't think this makes me a jerk (you evidently disagree -- I'm getting called a lot of names here today) -- I think it just means I have a particular concept for my campaign. So frickin' what? Don't like it? Okay, that's fine with me. Don't play. Doesn't bother me in the slightest and I can't imagine why it would bother you. If you don't like campaigns without Druids, fine, but why does it upset you that I'm running one? It's like being angry because people out there are making romantic comedies. If you don't like romantic comedies, you just don't go see them. You don't insult people who make them. You don't call them jerks. Or at least I don't.
 

trilobite said:
Heck if a player wants to play a certin class or race that you have cut from the game. Talk to the guy/gal and see what can be done. A game is not a dicatorship try a compromise that both can live with.

Based on the posts in several threads that I have read for BelenUmeria, he is certainly not above trying to help a Player find a character concept they can play. I think part of his current grief stems from players that are unwilling to compromise.

So, while your advice is good advice in a general manner, it might not be applicable to every situation.

However, you can read my above posts to see that there are also times when I, as a DM, will not compromise. If you are stuck on playing a Dwarf in my game, and you will not consider other options, you are stuck. I have created races that might fill that niche for you, but if they don't, then your character concept won't work. This is the same if somebody wants to come to the table and wants to play a 6 armed bug race and the game is a Core Rulebook only game. I also would not expect to see much leeway on playing a horse-mounted, heavy armor cavalier in a greek era mythology game.

Even with compromise, some character concepts are not going to work and if the player wants to play in the game, then they would do better to shelve the concept for a different game.

Of course, that brings up the issue once again of what *exactly* is DnD? Is it the rules as written in the Core rulebooks? Is anything that deviates from the Core rulebooks better described as D20 Fantasy X?
 

Well, I like to think that if a Product don't utilize most of the contents ("as is" or with litle deviation) in D&D, then it shouldn't have the D&D label on it.

If a Product use the d20 rules engine (via the SRD) but offer itself as an alternative to D&D games with lots of deviations (e.g., excluding elves, introduce a new magic system, etc.), then it is best not to have the D&D label on it (case in point, d20 Modern deviated a lot).

But if any setting retains most of the known elements found in D&D core rulebooks, then it can be a D&D products. After all, we don't like to be shortchanged (buying a $30 rulebook, only to use nearly half of the content's worth in a published D&D setting).
 
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I just wanted to say that, if nothing else positive has come from this thread (and I'm not saying that it hasn't), it has made me thoroughly appreciate the gang I play with. I'm gonna give them all a big hug tonight.

But in a manly way.
 

This is side-stepping the issue. Let me rephrase: Why should I change my world from something I do enjoy working on to something I don't enjoy working on just because you like Elves?

This isn't side-stepping the issue, because that is not the issue. Again, no one is making you change to accomodate them. Again, this is a straw man argument.

You seem obsessed with this idea that there's a struggle for power necessarily present in role-playing games between the players and the DM -- that somebody has to "be in charge" and that everyone else has to "submit" to their will. Poppycock.

No, I believe that the players play the game, and the DM runs the game, and whatever helps them have fun is okay by me. There isn't a struggle for power, but there are things that are "in the game" and things that are "not in the game," and if something is standard in the game, but it's not in your game, when you're soliciting new players, that an explanation should not be beyond the scope of requests.

I'm sorry, barsoomcore, if you feel insulted -- I actually have mad respect for you and the game you run. It wasn't my desire to paint you as some iron-fisted overlord of d20's, and I wasn't specifically targeting you. Your group is okay with not having an explanation, and it works for you guys, and you don't need to feel guilty about it. But not everyone is comfortable with that level, and not everyone has to be. You're okay with people saying that "level of authority" (you saying "It is what it is, either take it or leave it") is not cool with them, and leaving the game. Some others seem to think that not accepting that authority is tantamount to throwing a hissy fit, and that 3e specifically encourages this non-acceptance, and that it is somehow something that should be quashed out of the game. That's what I've got a problem with.

Except that "I don't like them" remains a possible reason. In this instance, the players have to ask themselves if there is a real reason or if they are over-thinking the situation.

Except that if the players aren't fans of DM's ousting something on a whim (which "I don't like them," is), then they aren't going to trust the DM, and they aren't going to be compatible with each other. If the players do trust the DM not to oust something on a whim, they're suspicious from the start. If they just don't care if the DM would oust something on a whim, then they're not the type of player we're talking about.
 

wingsandsword said:
As opposed to the out-of-game resentment that the arbitrary, unexplained rulings foster.
This is strictly a problem with the player. If the player insists that everything has to be explained, the player is a problem. Really, why would I explain things time and time again when we are supposed to be playing the game?

Honestly, if a DM said out of nowhere, "No Druids in my game" and refused to explain any further, I would think he's a jerk, not for "restricting options", but for having a "I'm the DM and I get to say these sort of things" attitude. I would assume that any DM I would play for would have enough respect for me as a player to at least say "there is a plot reason why druids aren't available, you can find out the details in-game."
Which, as I said, is a player problem (in this instance, your problem as well).

Remember: Partnership, not opposition. Teamwork, not competition.
So partnership and teamwork are acceptable reasons to question every decision a GM makes? And if the GM's answers aren't acceptable (in your opinion, that is), then he's not being a partner or engaging in teamwork?

Damn, you make a game full of opposition and competition sound like fun.

GM's should assume that their players are mature enough to keep basic OOG info out of game. If they aren't mature enough, then perhaps keeping the game to a simple dungeon crawl until they can handle detailed plots is in order.
Actually, I would rather hope that the players are mature enough to believe that there is a valid reason for the decision. The only reason for them not to believe it's valid is if they don't trust the GM, and I don't need such people at my table as they are most often disruptive.

As for keeping the game to a simple dungeon crawl, we return to the question: Why should the GM waste his time prepping for a game he doesn't like? I, for one, would rather leave the player without a game at all; it's what he deserves.

If some PC's want to play Druids, then perhaps they wouldn't enjoy a campaign that makes Druids villains, and they would be better off spending their nights rolling dice with another DM. The DM can write up all the detailed backstory and intricate plot he wants, but if it never shows up in game, or never makes it beyond some token mentions or the framework for a dungeon crawl/battle then it really doesn't matter.
Oh, yes... The infamous "if you don't GM this way you won't have a group" statement.

I can assure you, while I have rejected more players than I've accepted, good players are out there, I do find them eventually, and if our tastes click together then he's in the game.

Also, if you're removing core options, you can make players feel better by introducing new campaign-specific options.
And you'd get a lot further in these discussion if you stopped assuming that such isn't the case.

If your setting doesn't have Paladins (like 2e & athas.org Dark Sun)...
Ehr... When didn't 2E have paladins?

...perhaps you can create a new class for martial champions of a faith, like an Elemental Champion class (like people suggested Dragon should have done). If you don't want someone to play a Druid because there is something going on with the druidic order, what about a Cleric of a nature or elemental themed deity (or a deity that has an order that is somewhat rustic or elemental). What would a spiritual person who wanted to revere nature do in this world? Are you just disallowing that character concept? Most of the PHB classes are fairly archetypical of fantasy concepts, so disallowing them does remove some things that players generally want to play. Most of the PHB races are also fairly universal races that are present in most common fantasy settings, so for most settings players generally imagine themselves playing one of these races.
Actually, I've read a lot of fiction, and I can state for a fact that Halflings are practically non-existant, Elves only show up on occassion, and Dwarves are usually mythical and rarely seen. Unless, of course, most of your reading is D&D based literature (the value of which is often dubious at best).

Like I said, if a player is so unreasonable that he's insisting that a specific race or a specific class must be available, the door is down the hall on the left. He won't be missed and my game will be better for his absence.

As for the Druid thing... Alright, it was an example, based on your post, and thus I don't have all the answers for it (it's not an actual situation and not worth the time to counter every point, although, in my campaign, he'd be best off playing a Shaman that venerates Nature Spirits and does their bidding). However, it does come down to a player accepting campaign conditions or not accepting them, and, as stated a dozen times, those not accepting them are dismissed from the game.

I mean, here's a question: What if, instead of a Druid, the player wanted to play a CE Black Guard? Should I let such a character into a primarily Good-aligned group? Should I have to supply reason after reason until I finally give one that the player will accept? Would it be fair if said player went to other gamers whining about what a sucky GM I am for not allowing the character?

Given the reasoning in this thread, I should "kowtow" to the player's demands, and that's not just wrong, it's petty and stupid.

Campaign specific classes/spells/feats help to define a world, and if inserted in place of Core materials (especially into similar roles) help to let players play the general concept they want to play. A player who may be upset that they can't play a Halfling may perk up when they hear about Kender (as an example), or someone who wants to play a Monk because they want to be a combattant who uses exotic techniques and no armor may like the idea of playing a gladiator, or if he had a more spiritual monk in mind, a hermit or a mystic may appeal to them. If it didn't exist before, but it fits with the spirit of the world, working with the player to create such a class helps the player feel more involved (since he's developing the game along with the DM) and makes for a better game overall.
But this is side-stepping the issue, being that you are back-peddling from "Class A should be present" to "It's okay if Class B replaces it". What's present is present. It may be Core. It might be Core minus a few things. It might be Core plus a few things. It might be Core plus a few things and minus a few others. It might be completely changed, ala Arcana Unearthed. Regardless, in the end, the player accepts it or takes a hike.
 

barsoomcore said:
I guess you think I'm a jerk, is that right?

Pardon me? I was never talking about you or really even read any of your posts. I just ran across this thread today and was replying to some things Bendris Noulg said. I didn't mean to insult anyone in specific, only a specific style of DM'ing I don't like. Any offense here is what you interpret yourself as being, I don't know anything about your game or how you run it.

Barsoom as a D&D setting, hmm. If I recall correctly, Barsoom is an old pulp fantasy setting by Edgar Rice Burroughs where a earth human named John Carter transports himself to Mars (called Barsoom by the natives) by raw force of will. An interesting concept for an RPG (I think it has been done in other systems before). However, I don't know if it would be what many people call "D&D" in the traditional sense without a lot of changes.

I think part of this disagreement could be traced to two origins:
1. Many players expect DM's to be friendly and open when talking about their game, since they want to play in a friendly atmosphere. If you're not that kind of DM, but have players who want to play with you, go right ahead. Not every player and DM are compatible.
2. When you say "D&D" there are certain things people expect: Paladins & "Vancian" magic, Dragons and Clerics, maybe psionics, Rangers and Bards, Elves and Gnomes, these are all things that make people think "Dungeons and Dragons". When WotC released a very different fantasy d20 game (i.e. Wheel of Time), they didn't release it under the D&D brand. It was a d20 Fantasy game (even "official" since it came from WotC), but it wasn't called D&D and nobody was upset it didn't have Elves and Clerics.

A GM can make his settings as unique as he wants, but to prevent misleading players perhaps he should just refer to it as [setting name] d20, or [setting name] RPG or something. If you didn't call your Barsoom game "D&D" (which I presume that you are, since that appears to be part of the problem from what I can see) then probably there wouldn't be as much confusion/resentment about all the restrictions.
 

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