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<blockquote data-quote="hawkeyefan" data-source="post: 6771694" data-attributes="member: 6785785"><p>I've never vetoed another player's character, or attempted to do that, but I have been involved in discussions about how certain characters likely won't work together and their clashing will distract from the game rather than add to it. When this has happened, we've talked it out and always come to an acceptable resolution. </p><p></p><p>I'm almost always the DM with my group, cthough, so usually it's my players that have these discussions and I help arbitrate. </p><p></p><p>For all my advocacy for trying to accede to player requests, there are always exceptions to the rule.</p><p></p><p>I don't think there's one right way to go about character creation. I think different methods work for different campaign types. If you've got a very specific setting and story in mind, then it's probably smart for the DM to sit with all the players and discuss restrictions and so forth ahead of time, and to let the players discuss the characters they intend to make. This usually leads to a campaign that's more story focused. </p><p></p><p>Other times, I think it's best to have each player come up with a character concept and backstory individually, and then provide that to the DM, who then uses that material along with his own to create the campaign. This usually leads to a game that's more focused on character. </p><p></p><p>My group has also cooperatively created a large group of characters inhabiting a town, and then they each selected their PC at random, and the remaining characters were the NPCs. This was cool because all the connections and relationships between the characters were built in at creation. It added a level of verisimilitude to the whole game. But I imagine most groups might find such a method restrictive.</p><p></p><p>We generally go with what feels right for the campaign. And I think changing things up every so often is good.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 6771694, member: 6785785"] I've never vetoed another player's character, or attempted to do that, but I have been involved in discussions about how certain characters likely won't work together and their clashing will distract from the game rather than add to it. When this has happened, we've talked it out and always come to an acceptable resolution. I'm almost always the DM with my group, cthough, so usually it's my players that have these discussions and I help arbitrate. For all my advocacy for trying to accede to player requests, there are always exceptions to the rule. I don't think there's one right way to go about character creation. I think different methods work for different campaign types. If you've got a very specific setting and story in mind, then it's probably smart for the DM to sit with all the players and discuss restrictions and so forth ahead of time, and to let the players discuss the characters they intend to make. This usually leads to a campaign that's more story focused. Other times, I think it's best to have each player come up with a character concept and backstory individually, and then provide that to the DM, who then uses that material along with his own to create the campaign. This usually leads to a game that's more focused on character. My group has also cooperatively created a large group of characters inhabiting a town, and then they each selected their PC at random, and the remaining characters were the NPCs. This was cool because all the connections and relationships between the characters were built in at creation. It added a level of verisimilitude to the whole game. But I imagine most groups might find such a method restrictive. We generally go with what feels right for the campaign. And I think changing things up every so often is good. [/QUOTE]
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