Outside the Normal
One of the most consistent things I have ever seen when it comes to roleplaying games is the format that is expected for the campaign itself. 1) It is presumed there is going to be lots of combat. 2) It is presumed that there are going to be lots of adversaries. Which, honestly, works. My beef, however, is that is typically the exclusive focus. "You will be going out, getting into a lot of fights, and here's a huge catalogue of monsters / enemies for you to face." What about if the GM wants to run a campaign with little combat, and a lot of cloak and dagger stuff, behind the scenes politics, etc. What if a player wants to make the character one whose entire purpose is to not be seen , and not get into fights . What about the adventuring party who talks their way out of every situation they can, and save fighting for the ultimate last resort. Where's their 20-40 pages of class abilities,...