Cohesion. Does that ring a bell? So you're one of those players that creates impossible backstories for 1st level characters. Ok. Been there seen that. Can I laugh outloud?
Sure, you can laugh as soon as you explain how being beaten in a jail cell by a sheriff is "impossible". To my knowledge all it would take is... a sheriff, to physically strike someone... in a jail cell.
I'm sorry for blowing your mind though. I didn't realize how powerful this level of imagination was.
No, you're imposing something on my narrative and the narrative of the other players. Your story'd better be damn good for me to take it into account.
How is "I was beaten by corrupt police" imposing on your story if it takes place in a city you haven't made? Do you... think that corrupt police are impossible?
I mean, this is exactly the type of thing I'm talking about. My story better be "expletive good" because I'm imposing on you by saying I was roughed up by law enforcement in a city? What, did everyone suddenly decide they were all part of the city guard and therefore they don't want me to play a character who had a bad run in with the law? Would I be imposing on your story if I said my character had a loving mother? Where does this even begin, let alone end?
Absolutely, players start in one place for a good reason. Is it so hard for you to work with others?
Why do you have to control things to the level that everyone was born in the same village? How am I the problem by wanting to tell a story, while you are the reasonable one by not allowing me any freedom to do anything?
Or, can I be born somewhere that isn't where my character ends up years later when they are looking for a party? Like, you know people traveled, right? Even before the invention of the car, people could walk from town to town. So just because I wasn't born in "Generic Village #2" doesn't mean that's not where I am at the start of the game.
Well, in many cases, players do not even know where they will be from. We will start in one region and if one wants to be from somewhere else, the story better be good, logical for the level of the player and has a ring of believability.
Are you kidding me?
Here's a good logical story. I left home and traveled (insert direction here) and ended up in this place. This is called "traveling" it is a thing I expected to do as an adventurer. I'm sure it will revolutionize the world alongside my new invention "breathing"
Reformed cultist.. Is that in the PHB? No? Then not allowed.
Fiend warlock is allowed. But the contract might not be to your liking. There is always a tragic ending on that one. One player tried it once and we had a blast having him nearing the end of the contract where his soul and life would end. It was a nice story, but other wise, the warlock of the fiend is best reserved for evil campaigns.
Acolyte, PHB 127 "Perhaps you were the leader of a small cult outside of any established temple structure, or
even an occult group that served a fiendish master that you now deny."
So, yes, it is in the PHB, that's why I said "it's in the PHB".
Also, why is my contract for my character A) Not going to be to my liking and B) always going to end tragically. Let me guess, you are the DM and you refuse to allow players to have any other outcome. You likely make the contracts terrible and then force it to end poorly for the player, no matter what, and dress it all up in a "well, they are devils, what did you expect" coating.
I really hope you can start to see why I find this all incredibly controlling. You have determined my character's hometown, birth, background, and you can't even let me write my own backstory. You have an entire world to play with, why do you have to control the PCs too?
This is a fantasy world where the gods can and do interact with their worshippers (if they have cleric, it is even more direct). But yes, I have two of my players that has been with me for 39 years, three have 20 years, 6 have 15 year and one got two years with me, he replaced one that has been with me for 39 years but whose work called him in a different region.
So because you've had a player playing with you for 40 years, all the cults and religions for your world have been spelled out and there is zero room for something new., Because I was asking how we had "allowed" religions and it seems that what is "allowed" is what you have done before and nothing else. Only reason I can think of that you want to make continuity with 40 years of play part of your answer.
Why do you assume that? I can tell you exactly where are all monk temples dedicated to every style (read here subclasses) in Greyhawk and their general alignment. Strange that you bring this up. 39 years of playing does have its advantages you know?
I assumed it because I was talking about religions, and you answered with how many gods there are.
But yeah, I'm getting the picture. Nothing new under the sun. Your game world has been measured and laid out and the only thing a player can do is follow in the paths you have laid out.
No they would not read them all. Only those they would be interested in. Then we would fill in the detail for those that would get picked. You seem to like to make things complicated.
How do I know if I'm interested in it if I don't read it? Am I supposed to see the future and just learn about them through osmosis?
I love to be surprised. But I much prefer something that will align well with the choices of everyone. It takes a great story that can work for first level for me to be impressed. The dragonborn kingdom in Greyhawk was one of them.
Could have fooled me. So far you've said I can't have a character who traveled anywhere, was faced with a hardship as bog standard as being beaten by law enforcement, and told me that if I want to play a fiend warlock that you'll be making sure I suffer a tragic end. I can't really "surprise" you when I'm locked down so tight that I can't make any creative decisions.
Also, it doesn't escape my notice that the Dragonborn Kingdom you are talking about is the same one you said you voted AGAINST, because you didn't like the idea.
No, and yes. You keep throwing strange ideas and assumptions toward me. Again, with players lasting this long with me, it is safe to assume that I am not the tyran you seem to assume that I am. I am very opened to discussion, especially at session zero. But once session zero is over, any character made to replace losses (and there are a lot in the first few levels, believe me) then the new characters must follow the agreed upon premisses that were laid on session zero.
Again, I'm not going off of your record, I'm going off of what you've said. And at every turn and every idea you have declared how you as the DM are going to shape it to match what you want.
Beaten by a sheriff in another town? Impossible for a level 1 character.
Being from somewhere else? Only if I have an excellent story that woos you with its logic and power
Want to be a fiend Warlock? No you don't
Want to be part of a cult or a monk order? Here is the pre-approved list of everything you are allowed to know, determined over 40 years of gaming you had no say in.
Because you seem to be bound to impose your views onto others. You keep ignoring that there was some agreement at session zero and keep adding more and more excuses for weird concept that might not align with either campaign world continuity or simply the current campaign.
Because you keep forcing 40 years of your game onto me and demanding that I follow your rules and your expectations, when we don't even live in the same country, let alone play the same games. You seem to have no space for anyone's version of the game but your own.
Have you actually responded to any of those previous ideas with anything other than vague dismissal? Nope. So, how else should I see this?
Really? You're a lucky man then.
If that is true, I mourn for the state of players in DnD. Being able to make your own character is the most basic thing a player should be allowed to do.