| Ologath |
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I didn't know whether to put this in General Discussion or Advice, since it is a little bit of both. The question is:
How much are you, as a GM, willing to change the campaign world (either homebrew or pre-gen) to accommodate character concepts that don't fit into the world?
Is it the GM's responsibility to adapt the world to the player's wants, or is it the player's responsibility to create characters that fit into the world?
I ask because I'm making a homebrew campaign world and I have a player who a) keeps changing character ideas and won't settle on one, and b) keeps coming up with concepts that don't fit into the world.
First he wanted to be a bare-knuckle boxer, so we looked at monk archetypes and I made a Victorian-like country since the world was still in early development.
Then he changed his mind and decided he wanted to play a necromancer cleric. Since I don't allow evil characters, I included Wee Jas as a god since she's a neutral goddess who allows undead. Then he says that he has no intent of following her guidelines to which I reply that clerics who spite their gods may lose their powers.
So then he wants to play a Russian Spy. Problem is, my world is finished (maps and all) and I have no Russian-like country to accommodate him. But he still wants me to make him one.
Then he wants to play an ice sorcerer but doesn't like the water elemental bloodline or the boreal bloodline and thus wants me to houserule him another ice-themed bloodline.
I've played with him for years and he's never done this before. I'm just worried about the effect this will have on the campaign.
I plan on talking to him about this, but I'm looking to the board for help. Should I keep changing my world to suit him, or tell him to accept what I've made and work with it?
| Bob_Loblaw |
If you have a full well developed world with the capacity to handle a wide variety of character concepts, then it is the player's responsibility to create a character that fits in the world.
That being said, there are things the GM can do to help accommodate. You can ask what it is about the concept that is so appealing and see if there is something you can do. Obviously a Russian spy doesn't fit in most fantasy campaigns. It would be silly to expect a GM to create Russia just for one player. However, if he wants to play a character like Black Widow, maybe there are things you can do. Work with the rules to see what's there.
If you can't find a way to make the concept fit the world, then another concept is probably needed. I'm also not a fan of creating classes or archetypes for players. There is already so much out there and I have enough work as GM that I don't want to have to create something that is only used by one player, and in this case, one who is going to change things next week anyway.
| Adamantine Dragon |
The only answer to this is "it depends." I certainly have limits to what I'm willing to do with my multi-volume, complex, geopolitically active world just because someone might want to play a half-giant/wyvern with a demon template because "it's just so COOL".
But I do my best to accomodate, within reason.
| Joyd |
Generally, if it's something that you can produce with the rules and it's something that concievably has a home in a fantasy world, I'll make it work. I generally hew to these precepts:
- It's probably more important to the campaign that a player be able to play what they want than it is that my world is a place with ZERO ELF ALCHEMISTS.
- A player playing something doesn't mean that that sort of thing is common in the world; it just means that one of that thing could concievably exist.
If a player wanted to play a character that was from Ersatz Russia and I was otherwise okay with the character, the world now has an Ersatz Russia. Creating an Ersatz Russia location might take all of a few minutes. I'm pretty sure I can handle that. Heck, the player can mostly decide what sort of place Koroberskya is, since "Mendev the Spy is from there" is probably the country's primary role in the campaign to begin with.
I'm less warm on homebrewing things for characters, and where I'm willing to do it, I'd prefer to tweak existing material rather than come up with new stuff whole cloth. There are -four- cold-themed sorcerer bloodlines, three of which have wildblooded varients. If a player doesn't like -any- of those, I'd rather start with whichever one is closest and tweak a few things.
kiggidykay
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If you have a full well developed world with the capacity to handle a wide variety of character concepts, then it is the player's responsibility to create a character that fits in the world.
I think this is pretty solid advice overall, at least with how my group plays. It's a matter of etiquette that a player is joining a game/world in progress should have some understanding that they need to adapt their character to fit the game and not vice versa.
Another factor is just explaining to that player how their expectations may not fit in with the game. From the PC's point of view, I'd hate to be told my idea is unreasonable or that I'm restricted to being something more normal. With my group, I just recently had to explain to a new player that no, he could not be a Lawful Good Hezrou Demon cleric because that would be ludicrously unbalanced in a group of human characters, and thankfully we worked toward something with which he was comfortable.
| thenobledrake |
It's a thin line between accommodating a player's character concepts and losing setting integrity just to please a capricious player.
A player that knows he likes playing monks pretty frequently is reason to make sure there is some monk option in your setting, even if it is simply saying "and off the eastern edge of the setting map is a distant and mysterious land where that sort of character comes from," and leave it at that - typically limiting the group of characters to a certain number of characters from that place to make sure they are, as they are meant to be in the setting, very rare.
A player that has all sorts of different and unrelated desires that change frequently... such as seems to be the player described by the OP... that type of player gets told "find something that already fits the setting," so that you don't end up re-writing entire countries or continents just to find them without a place the moment the player changes their mind again.