But let’s say someone had an issue with this. Let’s say the players wanted to play a variety of PC races. Is their desire more important than some kind of setting fidelity?
When someone asks the player to make some kind of concession to “fit the setting”…allowing Goliath stats but reskinning to large tribal humans as was mentioned earlier in the thread….isn’t itjust as valid to instead ask the GM to make concessions? “Hey, loosen up on the racial restrictions” or maybe “how about this collection of freaks is the campaign concept”. GMs are supposed to be creative…some constraint or input from other sources would seem to be the kind of prompt to encourage the imagination.
If the campaign concept is a collection of freaks then fine, but I'll likely not enjoy DMing it for much longer than a one-off.
It's pretty clear in the online documentation for my game what species you can expect to be able to either choose (basically Humans plus one to three others, depending where in the game-world you're starting/joining) or randomly roll (the classic seven plus a low-odds "other" which gets sorted out if-when someone hits it).
Or you could just cut out that year long build up.
That may be a lot to ask. I know a lot of GMs truly enjoy that solo creative endeavor. I don’t know if many place the importance of that above the group’s enjoyment, or if some who do that even realize they do.
You kind of described the is element as work that you just want to get done, so I don’t know if this applies to you at all. But if you see this aspect of GMing as simply work to be done, then I don’t understand why you’re so resistant to any approach that would help mitigate that work.
Because without that work - and I speak from experience - it'll be a lesser game. So, I do it the one time it needs to be done.
Recently I've been putting some of my setting maps online, and given as I'm doing it all pretty much from scratch (scanning in the paper maps results in a hideous mess that has to be completely redone as coloured-pencil shading doesn't scan worth ship; all I can use the scans for is to trace the outlines) and almost pixel by pixel in some cases, it's tedious as all hell. I neither own nor know how to use mapping software.
Sure there can be. Just because a player has an idea and the GM or group find it interesting and decide to use it doesn't mean they know every detail about it. Or when and how it may come up in the game.
You may be interpreting "design" differently than I. If I'm told I get to design part of the game world I assume I'm getting carte blanche to do what I want with it. If I don't have carte blanche and I'm just adding to or augmenting your-as-DM's design then I'm just doing your work for you - no thanks.
I’ll say that I prefer characters who seem to actually exist in the world. Who know things and have heard things and have a base of knowledge. Much as people in the real world have.
As do I, which is where a solid foundation of game-world documentation comes in handy; and if they don't read it it's on them.
And people in the real world are surprised all the time. They discover things all the time.
You used the phrase “get tired real fast” earlier; doesn’t the idea of a fresh group of adventurers who only know about their immediate area and who go out into the world wide-eyed and amazed at everything….doesn’t that get old too?
Not for me. Then again, perhaps that's because in 40-odd years of doing this I've never yet as player started a new campaign* in a new previously-unknown setting. I've either a) joined into pre-existing games where one or more other players already knew lots of stuff, or b) the setting in use was a published one (e.g. Greyhawk) that's already more or less familiar.
* - that's lasted long enough for any real exploration to take place.
You got it. I definitely want there to be discovery in my games, and there is, but it’s not usually of the “oh look, a mountain” sort.
I'm a geographer by education, so of course geography and geo-exploration are going to be important to me.
