TwoSix
The Year of the TwoSix
"I am half-elf. Other half, also elf."Except for that one guy that we're talking about here. He hands you a half-elf.![]()
"I am half-elf. Other half, also elf."Except for that one guy that we're talking about here. He hands you a half-elf.![]()
I'm going to push back on this a little bit. There is another reason to have lore. At least one more reason. And that is so that I can create adventures for the setting properly. There might be deep lore involved with an adventure that the players/PCs never discover, but which greatly affects the feel of the adventure and how it plays out.See the bold. That is your answer, and it is a good one. There is no other reason to have lore other than that right there. That is the reason gamemasters create lore - to have an impact on the player. And if the player respects that - then they won't insist on going against the lore.
Your argument suggests that you don't have any trust in your DM. Sad. I have trusted all of mine, and it has turned out great.
DM: "Okay. We're playing an elf campaign.""I am half-elf. Other half, also elf."
Oh man, now I'm picturing an immortal walking around set of legs, with no body because its human half died and withered away.DM: "Okay. We're playing an elf campaign."
Player: "I want to be a human."
DM: "No. Elves only."
Player: "What about a half-elf?"
DM: "Okay. I'll compromise and you can be a half-elf."
Player: "Done. My PCs bottom half is elf."
Commoners: "Run! It's the Bodiless Elfman!"Oh man, now I'm picturing an immortal walking around set of legs, with no body because its human half died and withered away.
Why did Danny Elfman give his kids such strange first names?Commoners: "Run! It's the Bodiless Elfman!"
So write it down after the session? Writing down what happens during the session isn't "prep".
I guess I'm just struggling to see where the difficulty lies. At least for modern D&D like 5e.That just turns on how much I'm sure someone is going to interact with the NPC in a way that might require some numbers. If that's the case there's no upside from my POV in doing in on-the-fly-and-after-the-fact; I'd probably end up doing more work that way.
So, this reads as, "I, the GM, get to discard your reasons (mechanical, worldview, or cultural influences) as invalid, so you cannot have it."
That is a bogus way to collaborate.
Proper negotiation would acknowledge the player reasons as valid, rather than discard them. And we'd also note the specific problems the GM has with tortles, and the ways they violate the game premises.
We then see if a way that allows a maximum of what the player wants, while engaging the fewest things the GM doesn't want, ends up palatable to both.
I guess I'm just struggling to see where the difficulty lies. At least for modern D&D like 5e.
For pretty much every enemy, you know how potent they are, which tells you their proficiency bonus. You can eyeball their six stats by concept. And determining which skills and stats have proficiencies is also easy to eyeball by concept.