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<blockquote data-quote="Mercule" data-source="post: 6766557" data-attributes="member: 5100"><p>All of the above are great points. As I've said before, the best route is to just behave like grown-ups.</p><p></p><p>When I moved between groups (for me, new groups of friends between and within high school, college, and "adult" life), it helped that I had a prebuilt world that added continuity and baseline, but had some gray areas to fill in. Now I've got two players who have been in my game for two decades and at least one more in excess of a single decade. We know all the old stories.</p><p></p><p>The "new guy" likes halflings. When we stop playing Eberron, I can talk with him and find out why. Does he like playing small rogues? Well, the gnomes in my home-brew would work well for that -- maybe better than a halfling. If it's statistical, he could probably play the stats for a halfling and just be a gnome who "ain't from 'round here". If he really, really wants to play a halfling, though, I might allow it, but he needs to understand that there's nothing in the setting's history about halflings, at least not in the traditional play area. He won't have a community, might be mistaken for a gnome, or something else. Maybe halflings <u>are</u> found in the "Far West" and he's the Marco Polo of his people. Dunno. We could even set the game in the Far West and see what else is over there.</p><p></p><p>What he <u>doesn't</u> get to do is force me to retcon 30 years of play to find a place for halflings. I'm willing to work with him to figure out how it works. I'm even willing to run a completely new setting that he can help build -- but some exclusions will be there, just to keep things manageable (maybe gnomes disappear as redundant). Or... he can DM.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6766557, member: 5100"] All of the above are great points. As I've said before, the best route is to just behave like grown-ups. When I moved between groups (for me, new groups of friends between and within high school, college, and "adult" life), it helped that I had a prebuilt world that added continuity and baseline, but had some gray areas to fill in. Now I've got two players who have been in my game for two decades and at least one more in excess of a single decade. We know all the old stories. The "new guy" likes halflings. When we stop playing Eberron, I can talk with him and find out why. Does he like playing small rogues? Well, the gnomes in my home-brew would work well for that -- maybe better than a halfling. If it's statistical, he could probably play the stats for a halfling and just be a gnome who "ain't from 'round here". If he really, really wants to play a halfling, though, I might allow it, but he needs to understand that there's nothing in the setting's history about halflings, at least not in the traditional play area. He won't have a community, might be mistaken for a gnome, or something else. Maybe halflings [U]are[/U] found in the "Far West" and he's the Marco Polo of his people. Dunno. We could even set the game in the Far West and see what else is over there. What he [U]doesn't[/U] get to do is force me to retcon 30 years of play to find a place for halflings. I'm willing to work with him to figure out how it works. I'm even willing to run a completely new setting that he can help build -- but some exclusions will be there, just to keep things manageable (maybe gnomes disappear as redundant). Or... he can DM. [/QUOTE]
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