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The first person to ever play a wizard. A short clip.
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<blockquote data-quote="pemerton" data-source="post: 6957131" data-attributes="member: 42582"><p>But this would be a complaint about referees; whereas the post I replied to seemed to be complaining about <em>players</em>.</p><p></p><p>There's also the issue of workload - if I want to play such-and-such a character, and someone else has already designed it (and perhaps even playtested it), why reinvent the wheel?</p><p></p><p>This doesn't seem correct to me. If the GM wants to have use of super-berries irritate local druids, s/he can have the published equivalent do the same.</p><p></p><p>If the GM is rewarding plauyer inventiveness/imagination by imposing a % chance to lower INT, I'm not sure the word "reward" is being appropriately used. (Depending on edition, I guess - in early D&D stat-raising items, fountains etc were pretty common but they're pretty rare in contempary D&D.)</p><p></p><p>And if you're worried about players "rules lawyering" published material, do you think they're going to cheerfully take % chances of stat loss?</p><p></p><p>But then the complaint is silly.</p><p></p><p>Over forty years, people think of stuff and publish it. So the scope for original ideas becomes narrower. I mean, look at the topic of this thread - do we think that it is bad for players to play wizards (or clerics, or thieves) because they're not the first people to do so?</p><p></p><p>When I read a complaint about players not being creative enough, because they want to use published material, I don't see a GM who wants to reward player engagement with the game. I see a GM who wants to exercise a high level of control over the game.</p><p></p><p>And saying to a player or GM "Just make it up" is not a helpful reply to a request for advice. Giving advice on how to make things up (eg what is an appropriate % chance for INT loss when eating a super-berry) is part-and-parcel of talking about the game. It's been going on since the first number of The Strategic Review, Alarums and Excursions, etc was published.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6957131, member: 42582"] But this would be a complaint about referees; whereas the post I replied to seemed to be complaining about [I]players[/I]. There's also the issue of workload - if I want to play such-and-such a character, and someone else has already designed it (and perhaps even playtested it), why reinvent the wheel? This doesn't seem correct to me. If the GM wants to have use of super-berries irritate local druids, s/he can have the published equivalent do the same. If the GM is rewarding plauyer inventiveness/imagination by imposing a % chance to lower INT, I'm not sure the word "reward" is being appropriately used. (Depending on edition, I guess - in early D&D stat-raising items, fountains etc were pretty common but they're pretty rare in contempary D&D.) And if you're worried about players "rules lawyering" published material, do you think they're going to cheerfully take % chances of stat loss? But then the complaint is silly. Over forty years, people think of stuff and publish it. So the scope for original ideas becomes narrower. I mean, look at the topic of this thread - do we think that it is bad for players to play wizards (or clerics, or thieves) because they're not the first people to do so? When I read a complaint about players not being creative enough, because they want to use published material, I don't see a GM who wants to reward player engagement with the game. I see a GM who wants to exercise a high level of control over the game. And saying to a player or GM "Just make it up" is not a helpful reply to a request for advice. Giving advice on how to make things up (eg what is an appropriate % chance for INT loss when eating a super-berry) is part-and-parcel of talking about the game. It's been going on since the first number of The Strategic Review, Alarums and Excursions, etc was published. [/QUOTE]
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