DND_Reborn
The High Aldwin
This, to me, is part of the essence of old school gaming.The low magic, low PC power campaign forced us to focus on events.

Yes to the first part, no to the second.Have you ever excluded monsters because they simply don't fit your vision of the game world, especially if it was something the players wanted to see included for some reason?
This depends a lot on the DM. Like many DMs I have an established world for my games, and I take my players there. When it comes to what they want to play or do, I tell them about the world if they are new and we go with it. Veteran players (to my game, that is) are already familiar with it, of course.Most DMs I suspect know who their players are going to be, so BEFORE designing a world, discuss with players what they want to do in next adventure.
IMO this is the case. The DM spends more time on the game than players IME and is responsible for the game in many ways. This is why when I play, I will certainly ask the DM if I can do this or that with my character, but if I can tell they don't really want it (or they just say "no"), then I move on to something else. IMO a good player (and DM) should really be engaged in making the game as much fun as they can for everyone. But, because the DM shoulders the most for the game, if they aren't enjoying running it, it won't be as good as it could be.In some sense, the DM's enjoyment trumps all
But the DM is the storyteller. The players are actors in an improv game. They can change the world as much as the capabilities of their characters allow them to, certainly, but the DM can change anything they like at all because it is a world they made.A DM isn't a novelist and the world at the table is for everyone.
Sure, but it has plenty of non-sapient human races. (j/k)New York City is pretty cosmopolitan and it doesn't have, as far as I know, any sapient non-human races.

How about these words: fleshed out, fulfilling, robust, grounded, and so on.I have one of two names for settings where every person has a place, depending on whether it's an in-setting decision or an out of setting one. If it's in setting choice by the rulers of that setting the name is "totalitarian". If it's an out of setting choice by the designers of the setting it's "sterile".
It depends on how much fun you have with the group. I have certainly met groups whose play style and interests are so diverse from my own, spending time at their table would be painful to me. I would rather spend the time developing my own world (even if nothing more than a creative outlet) than play with such group.Is Setting Solitaire more important than the game with the group?
This is excellent advice which often (myself included) people, both DMs and Players, seem to forget. DMs and Players are not against each other despite how the game might feel sometimes, we are playing it together.I said that folks should collectively compromise. Sometimes, players should give in. Sometimes, GMs should.
But here is where we differ...I don’t place any more privlege or importance on the GM.
I always expect players to respect that, as DM, my decision is FINAL PERIOD. If you can't convince me to see your side, sorry, but since I am running the game and doing the most work for it, I expect you to respect the dedication I have to the game and accept my rulings are final. And just to satisfy anyone's curiosity, when I am a player treat my DM this way. Their word is final. Period.
This is also a good point. I've had some groups where every person in the group has DMed at one point or another, but then again I've been in groups where I am lucky if 1 or 2 of the players have ever DMed.... In the latter case, unless one of the players wants to DM, the game is dropped if I don't DM.In groups where most of the would-be-players can also DM it feels symmetric. If there are five players and one DM, the game can go on without one of the players but not without the DM. So it feels like there is some imbalance.
Like many others here, I DM 90-95% of the games I am in. This IS NOT by my personal choice. It is because my players really like my games, respect my experience as a DM, and want to see what I will come up with next. In the (very rare) cases I get to be a player, it is nearly always with a player who wants to DM a published module.
So, for myself, I will generally jump at any chance to be just a player and relax, enjoying the adventure more (provided I like the group and share styles, of course).
I am so glad you brought this up!The question is how much you want the PCs to always stand out like a sore thumb. Assuming your setting is not super-conservative, a typical old-school PC group wouldn't necessarily attract a lot of attention in a cosmopolitan setting, and honestly, aren't necessarily all that distinct from people around them at least at lower levels.
As soon as you have a lot of exotics (and that's the important thing here--how uncommon they are. The Star Wars cantina is a bad example, because you find random aliens scattered all over the setting, and there's enough different kinds that any given one no one has seen before in a place that gets a lot of transit will only attract so much attention; a fantasy equivalent can potentially be the same) every place they go, even from the start, their distinctiveness becomes something of an issue in the way everyone is reacting to them. You can ignore it, of course, but that can feel very forced. And this becomes all the more pronounced when the whole group is like that.
Some games do have incredibly diverse worlds with lots of unique races intermixed. Most (IME) are human-centric with other established races. And of course many are somewhere in between.

One of the most fun (interesting?) games I ran recently we all started out:
1) as Monks
2) as an "animal-race" of some sort. We had an Aarakocra, Tabaxi, and Tortle, so bird-man, cat-man, turtle-man.
BUT as an experiment the idea was in this new world, there was literally an "animal-person" continent with a variety of established kingdoms, etc. The PCs were from those lands, and the people in the rest of the world knew of them--even if they had never seen such peoples before.
So, in many cases the PCs were strange to the regions they explored, and singled out because of this--sometimes for the better, sometimes for the worse.
This gives me an idea I might try sometime. Start with a blank slate of regions or continents and let each group member choose one. Each member is responsible for fleshing out their region, to at least a basic level. Anything that seems to go against the grain can be left to a vote as to keep it or not--or just let anything go?Not always. I personally tend to build a world with my players' input. We collaboratively build a world together. Or, at the very least, I'll build a world and allow them pretty significant contributions.
It might be a fun experiement.
