Najo said:
This is a direct quote from a poster named MindWandererB on Andy Collins website regarding the built in fluff, it illustrates the point and my concerns of losing these sorts of DMs. Please read, he has a very valid point and clearly expresses our concerns:
I see the "dialogue" as a problem with the player. If the player won't accept the creative decisions of his DM, they have to sit down and have a talk about why they game together.
If people accept a new pantheon for my home brew, accept the removal of spells, removal of races such as halflings and elves, they sure won't argue about the background of some of the other races, or why a feat and organisation is gone. I have to do some explaining, sure, but that's the case with each and every home brew I've made, or for each and every 3rd party setting I've used.
Want to play Midnight? Well, there's some explaining to do. And we still love it. Same with Iron Kingdoms. Sure they are third party, but in a sense all that means is that they are published home brews. And they work very differently from core D&D, dropping things that are very integral to the rules (no clerics, different spellcasting, e.g.)
A home brew will always require explanation as to how it works. It's the nature of a home brew that it is a different take on the world.
Sure, if the basic desing philosophy is "everything in D&D core has a place in my world" much like in Eberron, then I understand that the rules shape the design to a large degree. But then again, if you deliberately chose a design philosophy that limits your creativity, who's responsibility is that? Yours or the rules?
/M