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The Culture of Third Edition- Good or Bad?
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<blockquote data-quote="Belen" data-source="post: 1479282" data-attributes="member: 1405"><p>KM: You assume that people advertise a game as completely DnD. When I do advertise for a new player, I always stipulate that the game is set on a homebrew world. I communicate with potential players via e-mail, and when before I add them to the group, I take them to dinner (which I buy) and we discuss gaming experiences. I am always open about what I expect in my game.</p><p></p><p>However, I have found that not to be true of potential players. I have met a large number of people who lied their way into a game. Why? Because they want to play DnD, cannot find a GM, and decide to find a group. And from the moment they join a group, we have to start playing their way.</p><p></p><p>I never have a problem finding players. The average time I retain a player is 3 years. </p><p></p><p>However, your argument seems to justify mine. As a player, you expect having the "option" to make whatever character you wish. While you will not argue against a published setting, you will fight against homebrew settings as if a GM who is not a professional designer only makes arbitrary decisions when designing a campaign world.</p><p></p><p>You see the classes in terms of crunch. Only a Paladin can be a LG warrior that fights for a diety that he believes in. However, any class can be a warrior of God. A wizard could be a warrior of a God if you play a faithful wizard who uses their magic to promote their belief in a diety and fight the enemies of that diety.</p><p></p><p>Why is having a homebrew with a missing class so bad? It does not cause you to be unable to play a concept. It just means that you do not have access to that crunch for your concept.</p><p></p><p>Why do I GM? Bceause I enjoy it. Invariably my biggest problem players are those who insist on playing what is missing. Invariably, I tell them that they can be free to GM if that is what they want to play. They never GM.</p><p></p><p>Therefore, if I am the one who is spending my time prepping for a game, then I will prep a game that I will enjoy playing. I will not prep a game for someone who decides to complain, yet is unwilling to spend their time being a GM.</p><p></p><p>Finally, I am in the process of creating my newest campaign world. As I create the world, I send the non-GM specific pieces out for comments. I received comments from one person. Those suggestions were written into the material. Indeed, every feat, race, and rule has gone out for comment. I have even asked them to write up regions etc. </p><p></p><p>Why? Because I want them to enjoy the world I create.</p><p></p><p>However, I have had no takers on that offer. They seem content to let me do the work. I will bet some of them have not even read the material that was sent.</p><p></p><p>Now, when it comes to game time with this new world. Am I supposed to add races or classes because suddenly they realize that they are not there?</p><p></p><p>Nope.</p><p></p><p>Am I supposed to change stuff for someone who wants to enter my game?</p><p></p><p>Nope. And if they ask why there are no gnomes. I will say, because they did not fit within my setting. The only gnomes in my game are magical forest creatures who are connected to the Aethyr. Here are the available races. Remember, I already said that this would be a homebrew game.</p><p></p><p>Is it DnD? Yep. </p><p>Do I restrict options? Yep.</p><p>Can said player choose between 5 races, 15 classes, and still create a viable character that they will enjoy? I sure as heck hope so.</p><p></p><p>In my game, flavor trumps crunch. I will still use the DnD core rules, just not their races and not all of their classes. And I will still use Rule Zero!</p><p></p><p>KM: What is your opinion of Rule Zero? I am interested and I will bet that it is very relevant to this argument.</p></blockquote><p></p>
[QUOTE="Belen, post: 1479282, member: 1405"] KM: You assume that people advertise a game as completely DnD. When I do advertise for a new player, I always stipulate that the game is set on a homebrew world. I communicate with potential players via e-mail, and when before I add them to the group, I take them to dinner (which I buy) and we discuss gaming experiences. I am always open about what I expect in my game. However, I have found that not to be true of potential players. I have met a large number of people who lied their way into a game. Why? Because they want to play DnD, cannot find a GM, and decide to find a group. And from the moment they join a group, we have to start playing their way. I never have a problem finding players. The average time I retain a player is 3 years. However, your argument seems to justify mine. As a player, you expect having the "option" to make whatever character you wish. While you will not argue against a published setting, you will fight against homebrew settings as if a GM who is not a professional designer only makes arbitrary decisions when designing a campaign world. You see the classes in terms of crunch. Only a Paladin can be a LG warrior that fights for a diety that he believes in. However, any class can be a warrior of God. A wizard could be a warrior of a God if you play a faithful wizard who uses their magic to promote their belief in a diety and fight the enemies of that diety. Why is having a homebrew with a missing class so bad? It does not cause you to be unable to play a concept. It just means that you do not have access to that crunch for your concept. Why do I GM? Bceause I enjoy it. Invariably my biggest problem players are those who insist on playing what is missing. Invariably, I tell them that they can be free to GM if that is what they want to play. They never GM. Therefore, if I am the one who is spending my time prepping for a game, then I will prep a game that I will enjoy playing. I will not prep a game for someone who decides to complain, yet is unwilling to spend their time being a GM. Finally, I am in the process of creating my newest campaign world. As I create the world, I send the non-GM specific pieces out for comments. I received comments from one person. Those suggestions were written into the material. Indeed, every feat, race, and rule has gone out for comment. I have even asked them to write up regions etc. Why? Because I want them to enjoy the world I create. However, I have had no takers on that offer. They seem content to let me do the work. I will bet some of them have not even read the material that was sent. Now, when it comes to game time with this new world. Am I supposed to add races or classes because suddenly they realize that they are not there? Nope. Am I supposed to change stuff for someone who wants to enter my game? Nope. And if they ask why there are no gnomes. I will say, because they did not fit within my setting. The only gnomes in my game are magical forest creatures who are connected to the Aethyr. Here are the available races. Remember, I already said that this would be a homebrew game. Is it DnD? Yep. Do I restrict options? Yep. Can said player choose between 5 races, 15 classes, and still create a viable character that they will enjoy? I sure as heck hope so. In my game, flavor trumps crunch. I will still use the DnD core rules, just not their races and not all of their classes. And I will still use Rule Zero! KM: What is your opinion of Rule Zero? I am interested and I will bet that it is very relevant to this argument. [/QUOTE]
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