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<blockquote data-quote="WarDriveWorley" data-source="post: 8705068" data-attributes="member: 6704190"><p> <ol> <li data-xf-list-type="ol"><strong>More specifically, what makes you, as a DM, sit down and change a rule?</strong> - Primarily fun, but more so if my players and I think the rule makes no sense. For clarification though, If a rule seems to be overbearing unnecessarily or extraneous I'll speak with my players and work out alternatives. </li> <li data-xf-list-type="ol"><strong>What makes you craft different lore for your world? </strong>- For flavor and the joy of discovering something new in even a well known/established world. Part of the joy of being an adventurer is discovering something new. In exploring new horizons. Editting world lore makes that easier. I do this with all my campaigns, even ones set in places like the Realms or Ravenloft. </li> <li data-xf-list-type="ol"><strong>What makes you not allow/or insist on the presence of certain races, classes, backgrounds?</strong> - What/How my campaign is planned out. This is highly related to question # 2 above, but if I get an image of a campaign going and I feel X doesn't fit with the concept I will alter or disallow it. As an example my current campaign has no Artificers/Warforged, BUT the adventure I've written allows the characters to discover both and release that knowledge on the world (Warforged less so than Artificers). All my players are aware of this in advance and I also help them chose other options if that's what they were thinking of playing.</li> <li data-xf-list-type="ol"><strong>What makes you not allow certain combos? </strong>- If the combos don't make it fun for the players. Generally I alter a combo before I disallow, but I will disallow if I feel it's warranted. To date I've never fulled banned a combo, but have banned things that could lead to a combo due to those things not fitting the expected narrative.</li> <li data-xf-list-type="ol"><strong>What makes you use certain books and not use others?</strong> - Generally narrative. I don't tend to "ban" splatbooks, but I do set down guide rules on what can be taken as a common choice and what requires DM approval.</li> </ol><p>As an overall guide I'm really open/generous about what I allow as long as it makes sense on a narrative and entertainment level.</p></blockquote><p></p>
[QUOTE="WarDriveWorley, post: 8705068, member: 6704190"] [LIST=1] [*][B]More specifically, what makes you, as a DM, sit down and change a rule?[/B] - Primarily fun, but more so if my players and I think the rule makes no sense. For clarification though, If a rule seems to be overbearing unnecessarily or extraneous I'll speak with my players and work out alternatives. [*][B]What makes you craft different lore for your world? [/B]- For flavor and the joy of discovering something new in even a well known/established world. Part of the joy of being an adventurer is discovering something new. In exploring new horizons. Editting world lore makes that easier. I do this with all my campaigns, even ones set in places like the Realms or Ravenloft. [*][B]What makes you not allow/or insist on the presence of certain races, classes, backgrounds?[/B] - What/How my campaign is planned out. This is highly related to question # 2 above, but if I get an image of a campaign going and I feel X doesn't fit with the concept I will alter or disallow it. As an example my current campaign has no Artificers/Warforged, BUT the adventure I've written allows the characters to discover both and release that knowledge on the world (Warforged less so than Artificers). All my players are aware of this in advance and I also help them chose other options if that's what they were thinking of playing. [*][B]What makes you not allow certain combos? [/B]- If the combos don't make it fun for the players. Generally I alter a combo before I disallow, but I will disallow if I feel it's warranted. To date I've never fulled banned a combo, but have banned things that could lead to a combo due to those things not fitting the expected narrative. [*][B]What makes you use certain books and not use others?[/B] - Generally narrative. I don't tend to "ban" splatbooks, but I do set down guide rules on what can be taken as a common choice and what requires DM approval. [/LIST] As an overall guide I'm really open/generous about what I allow as long as it makes sense on a narrative and entertainment level. [/QUOTE]
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