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When Players don't respect the DM's rules - Help!
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<blockquote data-quote="The Shaman" data-source="post: 2889386" data-attributes="member: 26473"><p>'fraid so - but a dual-wielding drow ranger isn't off the table!</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Our game is d20 <em>Modern</em>, set during the Algerian War in the 1950s. All of the player characters are French Foreign Legion paratroopers.</p><p></p><p>One player approached me about joining the game and indicated that he wanted to play a chaplain character. The concept was interesting, but I said no because the character fit neither the setting nor the adventures, which focus on squad-level counter-insurgency action. The plausibility and verisimilitude of the setting breaks down if it becomes necessary to explain again and again why a chaplain is accompanying these paras on patrols and raids - of the eight adventures that make up the campaign, inclusion of a chaplain character was reasonable in maybe three or four <u>encounters</u> at most.</p><p></p><p>In this game, the verismilitude of the setting is important to fostering the suspension of disbelief and creating an immersive environment for the players to explore. The chaplain character worked against creating that environment.</p><p></p><p>I offered a couple of suggestions to the player on characters that could present similar roleplaying and character build opportunities, but in the end the player opted not to participate.</p><p></p><p>I laid out the groundrules for character development in advance - what books were available, starting level, and whatnot, plus a couple of historical bits to give the players a sense of time and place. By making the characters members of the Foreign Legion, the players had nearly unlimited latitude with respect to race and national origin for their characters. Any Modern base class was available, and supplements including a third-party source for advanced and prestige classes are available as the characters advance. The only requirement on the characters was to invest at least one rank in two different skills to represent their basic training.</p><p></p><p>In exchange the players needed to make characters that fit the milieu: a squad of paratroopers battling insurgents. </p><p></p><p>Now, could the advocates of "compromise" explain how this game would be better by allowing a character that didn't fit the setting or the adventures?</p></blockquote><p></p>
[QUOTE="The Shaman, post: 2889386, member: 26473"] 'fraid so - but a dual-wielding drow ranger isn't off the table! :D Our game is d20 [i]Modern[/i], set during the Algerian War in the 1950s. All of the player characters are French Foreign Legion paratroopers. One player approached me about joining the game and indicated that he wanted to play a chaplain character. The concept was interesting, but I said no because the character fit neither the setting nor the adventures, which focus on squad-level counter-insurgency action. The plausibility and verisimilitude of the setting breaks down if it becomes necessary to explain again and again why a chaplain is accompanying these paras on patrols and raids - of the eight adventures that make up the campaign, inclusion of a chaplain character was reasonable in maybe three or four [U]encounters[/U] at most. In this game, the verismilitude of the setting is important to fostering the suspension of disbelief and creating an immersive environment for the players to explore. The chaplain character worked against creating that environment. I offered a couple of suggestions to the player on characters that could present similar roleplaying and character build opportunities, but in the end the player opted not to participate. I laid out the groundrules for character development in advance - what books were available, starting level, and whatnot, plus a couple of historical bits to give the players a sense of time and place. By making the characters members of the Foreign Legion, the players had nearly unlimited latitude with respect to race and national origin for their characters. Any Modern base class was available, and supplements including a third-party source for advanced and prestige classes are available as the characters advance. The only requirement on the characters was to invest at least one rank in two different skills to represent their basic training. In exchange the players needed to make characters that fit the milieu: a squad of paratroopers battling insurgents. Now, could the advocates of "compromise" explain how this game would be better by allowing a character that didn't fit the setting or the adventures? [/QUOTE]
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