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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="Bendris Noulg" data-source="post: 1478044" data-attributes="member: 6398"><p>See, this conversation keeps coming back to this point, and it's been acknowledged: A concept is almost always viable, it's a matter of how it's done.</p><p> </p><p>Now, if a player wants to play a Paladin in my game, it ain't going to happen cause they don't exist (actually, there are 12, but they are all Prestige Classes and, as indicated earlier, Prestige Classes are to be learned about in-game). However, saying that "there are no Paladins" doesn't prevent the player from creating a heavily armored, mounted combatant with Lawful Good alignment that fights for honor, virtue, and justice. What is available is laid out rather clearly (well, in my non-OGL friendly houserules they are, the OGL friendly pdf still has things being written up, but you get my point, I think) and doesn't need me to hold his hand to get as close to his concept as he wants.</p><p> </p><p>Now note: There is one fiat to this, and only one. When an established group has a GM say, "I'm starting a new campaign, what's everyone want?" This is the time for players to speak up and for concepts to be agreed upon and established as being part of the game. And, I'm betting that if you focus in on these times, this "problem" is virtually non-existant. In most cases where this problem does arise, it is usually with a new group (often a GM has a campaign he wants to run and gathers players to his table) or a new player is joining an already established group with already-agreed-upon parameters (this being the case for most of the issues I've had and have related in this thread).</p><p> </p><p>Otherwise, it is the GM's world. I believe I read a Dragon article that indicated that 2-3 hours of planning was the average <em>per hour of play time</em> that is spent by the GM preparing for a game. For a 6 hour session, that's anywhere from 12-16 hours on average. Now add the 6 actually playing, and now the GM has spent 18-24 hours to the players' 6.</p><p> </p><p>Now, can someone explain why on Earth anyone would spend that much time building and running a game <em>they don't like</em> just for the sake of catering to every little whim or fancy that a player comes up with? After all, if the player doesn't like the game, he's not going to put in the 6 to begin with, so why should the opposite be expect of the GM that, by far, puts far more time and far more work into the campaign. I mean, the maps, the towns and cities, the NPCs, the monsters, the politics, even the friggin' weather. Every adventure. Every magic item. Everything.</p><p> </p><p>Compared to a player with 1 PC that they wrote up in an afternoon and now plays 6 hours per week.</p></blockquote><p></p>
[QUOTE="Bendris Noulg, post: 1478044, member: 6398"] See, this conversation keeps coming back to this point, and it's been acknowledged: A concept is almost always viable, it's a matter of how it's done. Now, if a player wants to play a Paladin in my game, it ain't going to happen cause they don't exist (actually, there are 12, but they are all Prestige Classes and, as indicated earlier, Prestige Classes are to be learned about in-game). However, saying that "there are no Paladins" doesn't prevent the player from creating a heavily armored, mounted combatant with Lawful Good alignment that fights for honor, virtue, and justice. What is available is laid out rather clearly (well, in my non-OGL friendly houserules they are, the OGL friendly pdf still has things being written up, but you get my point, I think) and doesn't need me to hold his hand to get as close to his concept as he wants. Now note: There is one fiat to this, and only one. When an established group has a GM say, "I'm starting a new campaign, what's everyone want?" This is the time for players to speak up and for concepts to be agreed upon and established as being part of the game. And, I'm betting that if you focus in on these times, this "problem" is virtually non-existant. In most cases where this problem does arise, it is usually with a new group (often a GM has a campaign he wants to run and gathers players to his table) or a new player is joining an already established group with already-agreed-upon parameters (this being the case for most of the issues I've had and have related in this thread). Otherwise, it is the GM's world. I believe I read a Dragon article that indicated that 2-3 hours of planning was the average [i]per hour of play time[/i] that is spent by the GM preparing for a game. For a 6 hour session, that's anywhere from 12-16 hours on average. Now add the 6 actually playing, and now the GM has spent 18-24 hours to the players' 6. Now, can someone explain why on Earth anyone would spend that much time building and running a game [i]they don't like[/i] just for the sake of catering to every little whim or fancy that a player comes up with? After all, if the player doesn't like the game, he's not going to put in the 6 to begin with, so why should the opposite be expect of the GM that, by far, puts far more time and far more work into the campaign. I mean, the maps, the towns and cities, the NPCs, the monsters, the politics, even the friggin' weather. Every adventure. Every magic item. Everything. Compared to a player with 1 PC that they wrote up in an afternoon and now plays 6 hours per week. [/QUOTE]
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