D&D General The Tyranny of Rarity

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I understand the logic, I'm just saying that it doesn't seem to ever have any real impact. Or maybe just that it has far less impact than most people expect. For me, the initial concept of a PC is fairly amorphous until I've actually played it for a bit.

Maybe it's just me. I have so many character concepts running around in my head that I'm always willing to switch things around. If everyone wants to play a wizard when we start our session 0, in most cases one or more people will switch out to something else. I don't see coming up with a concept for a different race being that much difference than the compromises I make for group effectiveness.

It is surprisingly easy for have a bunch of character ideas in your head and run into aDM with a settig where none of them fit the race/class/background options of that setting.

Years ago, I went to a table on Session 0 with 8 character sheets for a friend that we created together. All but 1 was nixed by the DM. The friend later dropped.
 

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Years ago, I went to a table on Session 0 with 8 character sheets for a friend that we created together. All but 1 was nixed by the DM. The friend later dropped.

Did the DM not hint about the world and all before session 0? (Although years ago I don't remember ever having a session 0).
 

It is surprisingly easy for have a bunch of character ideas in your head and run into aDM with a settig where none of them fit the race/class/background options of that setting.

Years ago, I went to a table on Session 0 with 8 character sheets for a friend that we created together. All but 1 was nixed by the DM. The friend later dropped.
I have got to hear why each one was wrong as this sounds like an interesting story?
 

It is surprisingly easy for have a bunch of character ideas in your head and run into aDM with a settig where none of them fit the race/class/background options of that setting.

Years ago, I went to a table on Session 0 with 8 character sheets for a friend that we created together. All but 1 was nixed by the DM. The friend later dropped.
Why would you come to a session zero with a complete character? Why can't people first at least listen what the game is supposed to be about? And certainly what is a good character depends on the setting and the tone of the game? Do people do this with other games? Do they arrive to a GURPS session zero with a completed character sheet for their alien space wizard only be upset that the GM doesn't let them play it in their gritty Victorian detective game?
 
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Did the DM not hint about the world and all before session 0? (Although years ago I don't remember ever having a session 0).
Years ago, you didn't need one. You had 5-6 different races (sometimes those races were classes as well( and spent all your time in a dungeon.

Is a session 0 dedicated to just making PCs or do you actually start playing the game in that session as well? I recall I've done a session where players made some PCs, I helped them with the new system (still got a fair few things wrong though, like paladins using Charisma instead of Wisdom), and then we jumped in. My current main campaign I sent around a campaign sheet with notes about the setting (limited list of races, no monstrous races since those were the bad guys of the start of the campaign) so people were prepared by the time we got to the table. For my thunder rift game I just had people show up with a level 1 PC and then I doubled their starting hit points. I'd mentioned to them that it was mostly running dungeons, sometimes running dungeons and killing monsters without any great overarching plot line is what players want.
 

Why would you come to a session zero with a complete character? Why can't people first at least listen what the game is supposed to be about? And certainly what is good character depends on the setting and tone of the game? Do people do this with other games? Do they arrive to a GURPS session zero with a completed character sheet for their alien space wizard only be upset that the GM doesn't let them play it in their gritty Victorian detective game?
I think it's a good idea to get buy in from players before session 0 so that players know not to bring an alien space wizard to a gritty Victorian detective game.
 

Did the DM not hint about the world and all before session 0? (Although years ago I don't remember ever having a session 0).
Basics. But the lore dump that KOed my friend's PC suggestions.
I have got to hear why each one was wrong as this sounds like an interesting story?
Basically

Race Class Stereotypes (of his choosing) only.

No Dwarven Wizard
No Artificers of any race
No warlocks of any fey like race
No Gobliniod PCs
No Evil PCs
Sorcerers can only be humans
etc
etc

Friend end up playing a Human Fighter and got bored.

Why would you come to a session zero with a complete character? Why can't people first at least listen what the game is supposed to be about? And certainly what is good character depends on the setting and tone of the game? Do people do this with other games? Do they arrive to a GURPS session zero with a completed character sheet for their alien space wizard only be upset that the GM doesn't let them play it in their gritty Victorian detective game?
To save time.
We figured that at least 1 would fit the setting. He came with 8. I came with over 10.
My friend got down to his last one.
 

It is surprisingly easy for have a bunch of character ideas in your head and run into aDM with a settig where none of them fit the race/class/background options of that setting.

Years ago, I went to a table on Session 0 with 8 character sheets for a friend that we created together. All but 1 was nixed by the DM. The friend later dropped.
My restrictions are simply a list of races, no evil, a link to the deities of the world and a limited list of patrons for warlocks. But that's all in the invite and made clear before a session 0.

If you don't allow everything or, like me, have a curated list of any sort then it should be made known before anyone joins the campaign. For that matter, I think it's important to give a general idea of tone and style so that nobody wastes their time. I run a heroic campaign with a lot of role play, if that doesn't appeal to someone then it's best if they know it up front.
 

Years ago, you didn't need one. You had 5-6 different races (sometimes those races were classes as well( and spent all your time in a dungeon.

I wasn't picturing quite as far back as my B/X - 1e years :) If we go 81 and before I bet there are lots of DM oddities for many things.

In later 2e on it wasn't rare where I played to have some particular guidance/description.
 


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