So does 4e D&D.Traveller had a built in world.
And a lot of D&D players seem to use prebuild campaign worlds of one form or another - the Forgotten Realms in particular.
What infuriates me more than nearly anything as a DM, is a player showing up with a big backstory without even once consulting with the DM. I'm for players designing characters that fit the world well. But players that ignore the world aren't worth my time. The game is about adventuring IN the campaign world.
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A player that learns about the world, discusses the idea with his DM, and then comes up with a backstory is doing the right thing. The DM though always has final say on social status etc
100% what Hussar said. I'm not that interested in exploring a GM's world which has no room for my conception of the PC I want to play.This is very much a play style thing.
Which system are you talking about here? No edition of D&D, for example, states a proposition of the sort that you state here. 4e actively denies it (in both its DMG and DMG2), and classic D&D seems to assume that players might come up with ideas for their PC backstories that have consequences for the gameworld (eg thieves' guilds, wizardly mentors, etc).I think you've articulated it right there. The group agrees to a system that posits players who control one character and adopt that character's perspective, and a DM who controls everything else.
I just don't agree with this. I've never felt any confusion or conflict in letting players set up their PCs' backstories, including families, mentors, secrets, etc.Whenever a game mechanic blurs that line by giving the player control of something outside of his character, the potential for confusion and conflict between players and DM is high.
That's not to say that it might not cause confusion or conflict for others. But that is particular to them. It is not inherent in the situation.
Quite. But that is not some objective given. In my view, it's because some GMs try to exercise more force than the game can tolerate, given the range of choices that it has offered to the players.The notion of paladins imposing playstyle considerations on other players or on DMs has been a big problem for a long time.
Who gets to narrate what a hit to a PC looks like? Or to an NPC? Or what colour a PC's eyes are? Or a PC's cloak? There is a lot of fluidity in play styles here, and the rules are silent.Most of the time, D&D makes the DM/player role distinction very clear
This tells me something about your playstyle, I think. For me, those parts of the rules don't cause problems, because as a GM I'm happy most of the time to follow my players' leads. Whereas imbalances of mechanical effectiveness do cause problems, precisely because I'm happy most of the time to follow my players' leads!you have a few places in the mechanics where the distinctions blur. Those points (the rules that take players outside of their character) tend to be where problems arise (far more so than, say, from imbalance in combat capability between PC classes or excessive workloads for DMs).