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Ruut
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How do I convince players to play "my kind" of D&D?

Background Information

I have been DM'ing for several years. My players and I have always loved 3.5e. We love the number crunching. We love the optimization. We love the options. But it seems every time I propose an idea for a campaign, I have ideas in my head... you know?

Examples

  1. Everyone plays an orc - captured in an internment camp - ready to escape.
  2. Everyone plays a rogue - betrayed by the guild on a recent heist.
  3. Everyone plays barbarians - arriving on a boat - in a foreign shore.

Common Results

The orc idea - gone. Someone ALWAYS says:

  • "Well I could be a human that was a guard and is now sympathetic to their cause."
  • "I am sure there are other races in the same internment camp."
  • "I thought the idea of being an orc was cool, but now I want to be a goliath."

The rogue idea - gone. Someone ALWAYS says:

  • "Could I try sneak attack fighter instead?"
  • "Could I be a bard? I will play it like a rogue."
  • "I would rather be a cleric of a rogue deity."

The barbarian idea - gone. Someone ALWAYS says:

  • "I would rather be a cleric of a barbaric deity."
  • "Why can't we play other classes but just act like a barbarian?"
  • "I could be a Wizard that is like a witch doctor or something."

Personal Notes

I get these ideas where no one has a real advantage over each other - except for their own creativity. I would like them, sometimes, to let their role-playing and problem solving set their characters apart.

I just want to pull my hair out sometimes. I think to myself, "Why do I even bother with this?"

Main Question

What are some tested and true ways that can get players to play "My Kind" of D&D?

An Aside

Also, I get so tired of DM'ing clerics. Is it ever okay to just flat out ban a Tier 1 class?

Ruut
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