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Too many cooks (a DnDN retrospective)
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<blockquote data-quote="pemerton" data-source="post: 6056846" data-attributes="member: 42582"><p>And yet I, and all the people I mentioned in my post, are posting on this thread as GMs, not players. So maybe you're not hearing what's actually being said.</p><p></p><p><em>It's not the GM's job to build the PCs.</em> That's the players' job.</p><p></p><p>Personally I'd be happy, seeing as I find them irritating outside of Tolkien. To date, my 4e game has contained exactly one halfling NPC in 19 levels of play, and that was only because when I built the encounter I though there would be a halfling PC, and I had an idea for a nemesis NPC (in the end the player build a half-elf instead, but I didn't both rebuilding the encounter).</p><p></p><p>WotC's responsibility is to produce the rules they think (i) are good and (ii) will sell. After that, it's up to the players.</p><p></p><p>But deciding on setting, starting situation, PC builds etc is, for me, a group thing. Of course, in practice, the GM is likely to have the bigger say, only because most of the players are likely to focus heavily on their own PCs and not care so much about the bigger picture.</p><p></p><p>But ultimately the PC is the player's vehicle, not mine. It's for the player to build. If the player wants to play a non-Vancian wizard, and the rules support that, what is it to me? And (to echo [MENTION=22779]Hussar[/MENTION]) if WotC has rules that make both Vancian and non-Vancian wizards mechanically and thematically viable, what is the point of hiding one behind an "optional and at your own risk" sign?</p><p></p><p>Maybe you need to get out more, then.</p><p></p><p>My game has a tiefling PC, a paladin of the Raven Queen. He deals death to anyone who asks for it (and plenty who don't), broods on the fate of his dead people and their civilisation, and gets on well with duergar (although suspects that they haven't fully internalised the consequences of their own people's dealing with devils).</p><p></p><p>My game also has a drow PC, a chaos sorcerer and Demonskin Adept. He is a member of a secret cult of Corellon worshippers who seek the liberation of the drow from Lolth, and whose ultimate goal is to undo the sundering of the elves. On the way through it seems likely that he will try to somehow purge the taint of the Abyss from the Elemental Chaos.</p><p></p><p>What's objectionable about these PCs? What makes them "munchkin"? And what makes a half-elf cleric/fighter/magic-user in a classic AD&D campaign somehow pristine in comparison?</p></blockquote><p></p>
[QUOTE="pemerton, post: 6056846, member: 42582"] And yet I, and all the people I mentioned in my post, are posting on this thread as GMs, not players. So maybe you're not hearing what's actually being said. [I]It's not the GM's job to build the PCs.[/I] That's the players' job. Personally I'd be happy, seeing as I find them irritating outside of Tolkien. To date, my 4e game has contained exactly one halfling NPC in 19 levels of play, and that was only because when I built the encounter I though there would be a halfling PC, and I had an idea for a nemesis NPC (in the end the player build a half-elf instead, but I didn't both rebuilding the encounter). WotC's responsibility is to produce the rules they think (i) are good and (ii) will sell. After that, it's up to the players. But deciding on setting, starting situation, PC builds etc is, for me, a group thing. Of course, in practice, the GM is likely to have the bigger say, only because most of the players are likely to focus heavily on their own PCs and not care so much about the bigger picture. But ultimately the PC is the player's vehicle, not mine. It's for the player to build. If the player wants to play a non-Vancian wizard, and the rules support that, what is it to me? And (to echo [MENTION=22779]Hussar[/MENTION]) if WotC has rules that make both Vancian and non-Vancian wizards mechanically and thematically viable, what is the point of hiding one behind an "optional and at your own risk" sign? Maybe you need to get out more, then. My game has a tiefling PC, a paladin of the Raven Queen. He deals death to anyone who asks for it (and plenty who don't), broods on the fate of his dead people and their civilisation, and gets on well with duergar (although suspects that they haven't fully internalised the consequences of their own people's dealing with devils). My game also has a drow PC, a chaos sorcerer and Demonskin Adept. He is a member of a secret cult of Corellon worshippers who seek the liberation of the drow from Lolth, and whose ultimate goal is to undo the sundering of the elves. On the way through it seems likely that he will try to somehow purge the taint of the Abyss from the Elemental Chaos. What's objectionable about these PCs? What makes them "munchkin"? And what makes a half-elf cleric/fighter/magic-user in a classic AD&D campaign somehow pristine in comparison? [/QUOTE]
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