mamba
Legend
so what percentage do you mean when writing something like ‘the players don’t care about the setting’?Yes, Scott. Obviously when I use a general term I mean absolutely everyone, with no exceptions.
so what percentage do you mean when writing something like ‘the players don’t care about the setting’?Yes, Scott. Obviously when I use a general term I mean absolutely everyone, with no exceptions.
What an odd reply.so what percentage do you mean when writing something like ‘the players don’t care about the setting’?
85.7%, of course.so what percentage do you mean when writing something like ‘the players don’t care about the setting’?
I mean, they are making a general statement, so apart from a few outliers it really should be everyone. Just curious what ‘margin of error’ they think their statement has / what they think the playerbase looks like. For a generic statement like that I’d expect something like 95%What an odd reply.
@soviet responded more or less how I would, but more politely, so I won't say that.Your example, "you can come from the Dragon Clan of barbarians and call yourself a 'dragonborn'" is a compromise. It is giving something, the word Dragonborn. It is a DM favored compromise, sure. But it is a compromise under the definition of the word. It's a compromise many players would take, in my experience.
I don't choose to play CoC. Why do you think that might be? Even ignoring my dislike of eldritch horror, the fact the setting is so limited is one of its biggest turn-offs for me.Honestly that seems like a bizarre take. Is that an issue when you play in something like Call of Cthulu set on 1920s earth. Is it "restrictive" to you that you know all the countries that exist in that world?
Okay. I would need to, y'know, actually see that. I apologize for this being harsh, but talk is cheap, and I've had people tell me they love agency, and then I see their actual games and realize that their idea of "agency" is...impoverished, shall we say.I have a decades old homebrew that I use for my campaign so naturally it has a lot of pre-existing lore. None of this makes it anything like a "prewritten play" and players have plenty of agency.
Okay. I want you to understand that the things people who agree with you have said look, to me, like "a mini-emotional tantrum directed at a player who has the temerity to expect to be able to play basic, core options of the game they were told they would play."I expect them to interact with the lore when bringing their character concept, but I will generally work with good faith attempts to create a appropriate character. What you're proposing sounds like some sort of mini-emotional tantrum directed at a DM who has the temerity to expect to be able to curate any aspect of the world they've created.
Still, an odd reply.I mean, they are making a general statement, so apart from a few outliers it really should be everyone. Just curious what ‘margin of error’ they think their statement has / what they think the playerbase looks like. For a generic statement like that I’d expect something like 95%
I'm running anLet's say someone decides they want to run a game specifically about a group of halfings who have to leave their idyllic home and go on one or more adventures.
Is this an unreasonable idea for a game? Does it indicate the GM lacks vision or can only run railroads?
Is it reasonable for players to advise the GM they're on board with the game, but want to play a gnomish illusionist or dwarven fighter instead of a halfling?
If players do suggest such characters, is it reasonable for the GM to indicate that they'd really prefer their halfing game have halfling characters?
For myself:
If I pitched a "halflings go on an adventure" game to my players, and they started coming back to me with non-halfing character concepts, I wouldn't fight with them about it. I would start by asking, "Are you actually interested in a game about halfings who have to leave their idyllic home and go on adventures?" If the answer is yes, then I'd suggest that halfling characters are far, far more suitable for the concept. If a single player wanted something different, I'd probably be good with it, but more than that and I'd feel the original concept was being undermined and most likely I'd be a little confused about why they're saying they want a halfling game but don't want to play halflings.
If multiple players simply didn't want to play halflings, then I would not adapt the game to become a non-halfing one -- I'd scrap the whole plan (or save it for another day when I have players interested in engaging with the idea) and come up with an entirely new concept, looking for something everyone is interested in.
Importantly, none of this process involves players vs GMs or one side trying to win while other side loses, it's just a group of people looking for consensus and, if the final consensus is, "this particular game idea isn't going to go ahead at this point," that's perfectly OK. There is absolutely no need for any hurt feelings or demands for capitulation.
That said, if the entire group has agreed to a halfling game, and one player suddenly decides they don't want to play along at all, they may end up having to sit out until the next campaign. Most likely, they won't do this in a petulant way, they'll just say, "You know, this game isn't actually for me, I'm going to bow out for now."
I mean, I would not expect all, that is obviously nonsense. It should be a vast majority or the statement should not be made like that. So that are the outer limits.Your replies read as if you know perfectly well that @TwoSix wasn't speaking for all players, but for most players in their experience.
no idea what points you think that would scoreYou just seem to be nitpicking wordplay rather than presenting honest feedback or arguments in order to, I don't know, score internet points?