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Wildly Diverse "Circus Troupe" Adventuring Parties
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<blockquote data-quote="Bravesteel25" data-source="post: 9804796" data-attributes="member: 7019473"><p>To use your example, Drizz't was the odd person out in the party that formed and even he had a grounded reason why he was in the region and a connection to it. Another example might be the Heroes of the Lance from Dragonlance which was a diverse party as well with very exceptional individuals that all had solid ties to the setting and region in which they lived.</p><p></p><p></p><p></p><p>On the one hand I feel like you get where I'm coming from and then you latch onto this concept that I feel like I have dispelled multiple times in this thread.</p><p></p><p>I do not have any problem with weird races. Players can be gelatinous blobs or flying monkeys and we can have a great game. I do not have any enormous attachment to the traditional ancestries. What I am against is a group that does not fit the demographic makeup of the region the campaign is set in UNLESS that is part of the premise of the game. </p><p></p><p>I have no issue with someone playing outside that box but it shouldn't be everybody. I shouldn't have to write in a random tribe of rock trolls that live "across the western mountains and a little south of the Old Trade Road," just so I player can pull out their Rock Troll Wizard that they created three months ago. </p><p></p><p>I feel that too many players show up and dictate their characters to their DMs and just expect the DMs to deal with it without considering that maybe, just maybe D&D is a collaborative experience and just slapping down your disconnected character lowers the experience for everyone.</p><p></p><p></p><p></p><p>That's totally fine, but then those players shouldn't join custom, roleplaying heavy, campaigns. Perhaps they could join Adventurer's League, DM a beer and pretzels game of their own, or break a game of Munchkin?</p><p></p><p></p><p></p><p>I think you are certainly on to something there about pre-made settings.</p><p></p><p></p><p></p><p>Exactly, it doesn't. You said it perfectly, those characters fit the campaign and are tied to it through their motivations and backstories. Additionally, Ravenloft is a bit of a separate case since it is a setting where the expectation is that the entire party will be outsiders.</p><p></p><p></p><p></p><p>That's totally fine too, but making the entire party like that, having everyone disconnected and apart, every time is exhausting from someone like myself that enjoys depth in story and roleplay.*</p><p></p><p>*That's not to say that excellent story can't exist within those confines (or lack thereof) but rather that it is much harder to bring them out.</p></blockquote><p></p>
[QUOTE="Bravesteel25, post: 9804796, member: 7019473"] To use your example, Drizz't was the odd person out in the party that formed and even he had a grounded reason why he was in the region and a connection to it. Another example might be the Heroes of the Lance from Dragonlance which was a diverse party as well with very exceptional individuals that all had solid ties to the setting and region in which they lived. On the one hand I feel like you get where I'm coming from and then you latch onto this concept that I feel like I have dispelled multiple times in this thread. I do not have any problem with weird races. Players can be gelatinous blobs or flying monkeys and we can have a great game. I do not have any enormous attachment to the traditional ancestries. What I am against is a group that does not fit the demographic makeup of the region the campaign is set in UNLESS that is part of the premise of the game. I have no issue with someone playing outside that box but it shouldn't be everybody. I shouldn't have to write in a random tribe of rock trolls that live "across the western mountains and a little south of the Old Trade Road," just so I player can pull out their Rock Troll Wizard that they created three months ago. I feel that too many players show up and dictate their characters to their DMs and just expect the DMs to deal with it without considering that maybe, just maybe D&D is a collaborative experience and just slapping down your disconnected character lowers the experience for everyone. That's totally fine, but then those players shouldn't join custom, roleplaying heavy, campaigns. Perhaps they could join Adventurer's League, DM a beer and pretzels game of their own, or break a game of Munchkin? I think you are certainly on to something there about pre-made settings. Exactly, it doesn't. You said it perfectly, those characters fit the campaign and are tied to it through their motivations and backstories. Additionally, Ravenloft is a bit of a separate case since it is a setting where the expectation is that the entire party will be outsiders. That's totally fine too, but making the entire party like that, having everyone disconnected and apart, every time is exhausting from someone like myself that enjoys depth in story and roleplay.* *That's not to say that excellent story can't exist within those confines (or lack thereof) but rather that it is much harder to bring them out. [/QUOTE]
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