hawkeyefan
Legend
Everyone has preferences and idiosyncrasies. I simply can't imagine having only one possible preconceived character concept before a session 0.
But an entire preconceived world is easier to accept?
Everyone has preferences and idiosyncrasies. I simply can't imagine having only one possible preconceived character concept before a session 0.
Like the Drow example with the specific backstory that assumes the Drow basically work like in the Forgotten Realms.Like what? Have any examples?
But an entire preconceived world is easier to accept?
I think they are a perfectly good racial lineup for an RPG, after all I've been using them for many-a-year!
They offer select distinct options IMO, even if some individuals don't play them that way and look at them instead as a set of mechanics. FWIW, I think WotC could have done better in designing them, and hope they will be revisited considering the loss of things like racial ASIs, etc.
I am not sure what you mean as far as the issues you take with it (bolded), and if you wished to discuss those issues I would be more than happy to! Perhaps you see something I don't, but I am more likely thinking we just feel differently about it.
Like the Drow example with the specific backstory that assumes the Drow basically work like in the Forgotten Realms.
If my evil elves are albinos who live in great fortresses on the northern tundra and worship Kiaransalee goddess of Undeath and Vengeance rather than Lloth, than the specific character that they were imagining playing doesn't work.
Something sort of similiar does - but not the specific idea they wanted.
Going in to a session 0 I expect to work with the other players to discuss the theme of the campaign, what role I can fulfill in the group and so on. I expect there to be potential compromises and I'll go in with any number of ideas. I may prefer to play a wizard but I enjoy playing rogues as well so maybe I'll do an arcane trickster. I have far more character concepts than I have time to play.
As long as the world is logical (and more thought out than "Bobtown") then I'll adjust my PC to fit. If the DM has gone to the work of setting up a campaign world, or becoming well versed in a published campaign, then I have no problem being flexible about things like class and race. There are some red lines for me. I won't play an evil PC because I wouldn't enjoy it. But having to compromise a bit on race? When I'm assuming I may need to compromise on other things like class to fit into the group? I don't see why I wouldn't accept it.
In general, it doesn't -or it's not fair to say that there's a specific reason why it matters.I'm actually genuinely curious as to why it matters whether the DM restricts the available races. We've been moving away from assigning any specific traits to races. Attributes? Not tied to race. Abilities? Many of them not tied to race. Culture? Again, we're moving away from essentialism so there's no racial culture.
Something I accept every time I pick up a book to read, movie to watch, or TV series to binge.But an entire preconceived world is easier to accept?
What's wrong with them just being human? It makes the world look more consistent, I don't have to explain why they've never been seen or mentioned before.
I think it depends on the DM and the group. If I allowed any race under the sun I would want some kind of explanation for it. A world with portals to many realms, a port planet in a SpellJammer cosmology, something. Then again I'd love to run a weird west campaign, a science fantasy campaign using Esper Genesis, a stone age campaign, a campaign where you're all cats (I wrote up a 1-shot for that but never got around to playing it) and on and on.
The way I try to immerse players in the world is to have it be logical, consistent and hopefully engaging. <example snip>
If I can't set up an engaging environment, set up challenges, obstacles and goals that are going to engage a player then allowing them to play a different race isn't going to fix anything. Race in D&D is largely cosmetic.
As long as the world is logical (and more thought out than "Bobtown") then I'll adjust my PC to fit. If the DM has gone to the work of setting up a campaign world, or becoming well versed in a published campaign, then I have no problem being flexible about things like class and race. There are some red lines for me. I won't play an evil PC because I wouldn't enjoy it. But having to compromise a bit on race? When I'm assuming I may need to compromise on other things like class to fit into the group? I don't see why I wouldn't accept it.
No. For my part, there's a loose hierarchy from vital to optional, as somewhat implied in my above response to Oofta. Alignment is at the top (flexibility is extremely unlikely), followed by race and deity (flexibility is possible but I'd prefer not to), followed by class (I have preferences but usually enough of them to adjust to any group), followed by subclass (this is often easily re-flavored...and also usually not much of a problem anyway). Alignment, race, and deity are the "closest" choices, the ones that most deeply affect the fundamental experience of playing a different person.Do y'all (on both sides) view choice of character class the same as race? Sub-classes? Alignment? Deities?
Because if it were purely about the mechanics it wouldn't be an issue most of the time--at least as far back as 4e, reskinning has been a big deal. It's about the aesthetic, on both sides. Oofta and others like him do not want the dragonborn aesthetic, the tiefling aesthetic, etc., and indeed would very much rather have as close to a uniform and "traditional" lineup as possible, given the use of phrases like "Star Wars cantina on feet." Myself and others like me want the dragonborn aesthetic etc.; I can't speak for everyone's reasons, but at least for me, that different aesthetic and the ways physiology interact with culture and physical products all matter, and give me a challenge for playing something different from myself. (E.g., what are dragonborn shoes like, if they even use them? If dragonborn have tails, how does that affect their chairs, or the tailoring of their clothes? How are prisons designed to hold people who can breathe fire or teleport? Are dragonborn comfortable in different temperatures, e.g. do their scales prevent frostbite or reflect away solar heat? Etc.)I'm actually genuinely curious as to why it matters whether the DM restricts the available races. We've been moving away from assigning any specific traits to races. Attributes? Not tied to race. Abilities? Many of them not tied to race. Culture? Again, we're moving away from essentialism so there's no racial culture.
And which of those are you an active participant whose preferences become factored into the experience by the creator, as the work is being created?Something I accept every time I pick up a book to read, movie to watch, or TV series to binge.
For now...until that first batch dies off or gets cycled through one by one leading to another half-dozen potential requests for something oddball that wasn't played in the first batch. Five players can, over the course of some low-level adventures, quite easily each go through several characters.Or, you could see what characters the players are interested in playing, and then use those as the starting point for the world. If no one suggests playing a drow, then sure, proceed as you've described or use them as villainous monsters or whatever. But if one has said they'd like to play one, then discuss how they can fit into the setting in a way that works for both of you. Even if you have 5 or 6 players and each wanted to play a non-human, you'd still only have a handful of playable races very much on par with what is typical.
The player doesn't have to know, but I do; at least enough to provide a consistent background and framework for a) the PC now and b) any other interactions later between any PCs and this society. This adds work that I didn't think I'd have to do, never mind that work is to create a society I might not have even wanted in the world.I suppose I don't really consider "do drow exist or not in this world?" as all that compelling a mystery for the players to learn. The absence or presence of something in a campaign really doesn't mean jack until there is some kind of context. No one's sitting around "we're level 6 and no mind flayers yet....I wonder if they exist in this world!!"
So to run with the drow example.....let's say I have a player who's interested in playing a drow. I'd ask why. Then maybe he comes up with the classic "I want to be a heroic member of a race typically considered evil" concept. Okay, then let's design some evil drow civilization. There you go.
This doesn't mean the player has to know every single detail of the drow society, although they'd likely have a good sense of things. But they also don't need to know what specific members may be up to. The GM is still going to come up with ideas and possible threats from this drow society that may be interesting for the players to interact with.
Where once their scarcity is realized, "What hapened to the Drow?" is to me a far better mystery and something I can mine for a whole string of adventures should interest turn that way.To me, what High Priestess Eclavdra may be up to is a far more interesting mystery than "are there drow in this world?"
If I'm designing a part of the game world and I want to preserve a sense of mystery for the other players then the only person who will be told anything about what I'm designing is the DM. I would expect the same of the other players in order to preserve the mystery for me; and major contradictions could be as basic as where I've put a plot-significant mountain range on the map is the same place as someone else wants to put a plot-significant large open ocean; and as soon as we each have to defend our placement as plot-significant we've given info to other players that only the DM should have.Also, why would the group be acting in secret? And if so, why must that lead to contradictions? I'd think that a lot of this can easily be avoided through a combo of cooperation and leaving plenty to be discovered in play rather than committing to every detail ahead of time.