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<blockquote data-quote="pemerton" data-source="post: 6017723" data-attributes="member: 42582"><p>So does 4e D&D.</p><p></p><p>And a lot of D&D players seem to use prebuild campaign worlds of one form or another - the Forgotten Realms in particular.</p><p></p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6017723, member: 42582"] So does 4e D&D. And a lot of D&D players seem to use prebuild campaign worlds of one form or another - the Forgotten Realms in particular. 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. 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 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. 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. 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. 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! [/QUOTE]
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