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<blockquote data-quote="Hussar" data-source="post: 8303593" data-attributes="member: 22779"><p>Very different things. If I say that a class is allowed, then it's allowed. I'm not then going to add a "but... you have to play the class the way I see it".</p><p></p><p>Well, it's Forgotten Realms, so, I'd say there's a pretty darn strong setting. The players have already been to Beregost, introduced themselves to Candlekeep and many of the NPC's there, are members of an organization devoted to gathering lore in FR (a patron group - heh, but, one that could not remove class abilities of course), are embedding themselves nicely into the elements of the setting. So, I'd say that it's a pretty setting heavy campaign. All about researching setting lore and whatnot. </p><p></p><p></p><p>And if the player doesn't want that? If the player wants to play a heretical character that still remains a cleric of that Deity because, well, heretics and sectarian storylines are a ton of fun? Oops, sorry, you can't play that because I decided that your deity hates your idea and strips you of your spells. No player is ever going to go for that.</p><p></p><p></p><p></p><p>Oh, totally agree. You and I should never sit at the same table. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p>Honestly? And this is being 100% honest here, I'll almost always default to the player. On a character issue? Yeah, the player wins, pretty much every time. It's their character. They want to play that. Why should I abuse my authority as DM to force the player to play something they don't want to play? Actually, thinking about it, pretty much this issue, which, really, is more of an incompatible play style issue, resulted in me dissolving my last group. Two of the four players, well, three of the five but the third one left earlier, and I just could not see eye to eye on issues. And it was affecting the game to the point where I didn't want to play anymore. So, the group dissolved. At some point, that's probably the best answer. Particularly if there is a dispute between the player and the GM where absolutely no compromise can be made, it's probably best at that point to simply walk away from that table. Because once you reach that point, it's going to happen again and again and it will just flush the game straight down the toilet.</p><p></p><p> </p><p></p><p>Absolutely. I have 100% of the power at the table. They shouldn't trust me in a situation where I have all the power and no oversight. Why on earth would I expect anyone to just trust me, particularly when I'm exercising that power over another player at the table to force them to do something they don't want to do? I work to earn the trust of my players. And, hopefully, I've proven that yes, they can trust me to provide a fun game. But, to just trust me? Bugger that. I WANT them to challenge me all the time. Good grief, sitting at the table with me, excluding myself, I've got about 150 years of gaming experience between the players. Both as DM's and players. In multiple systems. I freely admit they know, collectively, far, far more about how to run a good game than I do.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8303593, member: 22779"] Very different things. If I say that a class is allowed, then it's allowed. I'm not then going to add a "but... you have to play the class the way I see it". Well, it's Forgotten Realms, so, I'd say there's a pretty darn strong setting. The players have already been to Beregost, introduced themselves to Candlekeep and many of the NPC's there, are members of an organization devoted to gathering lore in FR (a patron group - heh, but, one that could not remove class abilities of course), are embedding themselves nicely into the elements of the setting. So, I'd say that it's a pretty setting heavy campaign. All about researching setting lore and whatnot. And if the player doesn't want that? If the player wants to play a heretical character that still remains a cleric of that Deity because, well, heretics and sectarian storylines are a ton of fun? Oops, sorry, you can't play that because I decided that your deity hates your idea and strips you of your spells. No player is ever going to go for that. Oh, totally agree. You and I should never sit at the same table. :D Honestly? And this is being 100% honest here, I'll almost always default to the player. On a character issue? Yeah, the player wins, pretty much every time. It's their character. They want to play that. Why should I abuse my authority as DM to force the player to play something they don't want to play? Actually, thinking about it, pretty much this issue, which, really, is more of an incompatible play style issue, resulted in me dissolving my last group. Two of the four players, well, three of the five but the third one left earlier, and I just could not see eye to eye on issues. And it was affecting the game to the point where I didn't want to play anymore. So, the group dissolved. At some point, that's probably the best answer. Particularly if there is a dispute between the player and the GM where absolutely no compromise can be made, it's probably best at that point to simply walk away from that table. Because once you reach that point, it's going to happen again and again and it will just flush the game straight down the toilet. Absolutely. I have 100% of the power at the table. They shouldn't trust me in a situation where I have all the power and no oversight. Why on earth would I expect anyone to just trust me, particularly when I'm exercising that power over another player at the table to force them to do something they don't want to do? I work to earn the trust of my players. And, hopefully, I've proven that yes, they can trust me to provide a fun game. But, to just trust me? Bugger that. I WANT them to challenge me all the time. Good grief, sitting at the table with me, excluding myself, I've got about 150 years of gaming experience between the players. Both as DM's and players. In multiple systems. I freely admit they know, collectively, far, far more about how to run a good game than I do. [/QUOTE]
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