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<blockquote data-quote="Gold Roger" data-source="post: 3044836" data-attributes="member: 33904"><p>This approach of courserequires a somewhat generic setting, but yes, I do allow my players to use whatever feat, PrC, race etc they want, with the only requirement that I have to own the source of that mechanic.</p><p></p><p>This works based on multiple conditions:</p><p></p><p>-I trust my players that they have no interest in breaking the game and overpower the other players. Egoist jerks won't last long in my game.</p><p></p><p>-You want to play something and I haven't figured out how it fits, you have to figure out how it fits.</p><p></p><p>-We work all together to make sure the group fits together.</p><p></p><p>-In case of differing playstyles, the various players have to accept that they sometimes have to take a backseat.</p><p></p><p>It's far more coherent than it may sound. Our current game is a group of two elven warblades (non-identical twins) and an elven variant ranger that sacrifices skillpoints and class features for the druid variant shapeshifting from the PHB2. Lots of the background stuff is still from me but the players had part in lots of the stuff directly concerning them. I'm running homebrew adventures now, but from level one on I'll drop into a long stretch of published adventures (Of Sound Mind, Burning Plague, Forge of Fury, Against the Cult of the Reptile God) many of them modified to fit the campaign.</p><p></p><p>I'm a big fan of ratbastard DMing and there's actually a lot of ongoing subplots, setting coherence, consequences and status quo encounters.</p><p></p><p>One thing to remember is that the players not only gain part of the control-they also get to share the responsibility. Some of my players aren't very proactive and actually resign some of the control back to me.</p><p></p><p>As an example for my way of doing things, we could have been playing for quite some time already when a new player joins in and wants to play a radiant servant of Pelor- So he's told those existing setting elements that impact his character and has to fit that PrC in and, if he doesn't use any of the gods of light or healing I already have in my setting- come up with a minor god and how he fits into the setting. Then once that is done I look at the stuff he gave me and begin to develope secrets and complications apropiate to this background I can use later in the campaign as hooks and driving storyeements.</p><p></p><p>That's propably why I'm such a fan of playing the implied setting: With it everyone has a baseline for his ideas and expectations.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3044836, member: 33904"] This approach of courserequires a somewhat generic setting, but yes, I do allow my players to use whatever feat, PrC, race etc they want, with the only requirement that I have to own the source of that mechanic. This works based on multiple conditions: -I trust my players that they have no interest in breaking the game and overpower the other players. Egoist jerks won't last long in my game. -You want to play something and I haven't figured out how it fits, you have to figure out how it fits. -We work all together to make sure the group fits together. -In case of differing playstyles, the various players have to accept that they sometimes have to take a backseat. It's far more coherent than it may sound. Our current game is a group of two elven warblades (non-identical twins) and an elven variant ranger that sacrifices skillpoints and class features for the druid variant shapeshifting from the PHB2. Lots of the background stuff is still from me but the players had part in lots of the stuff directly concerning them. I'm running homebrew adventures now, but from level one on I'll drop into a long stretch of published adventures (Of Sound Mind, Burning Plague, Forge of Fury, Against the Cult of the Reptile God) many of them modified to fit the campaign. I'm a big fan of ratbastard DMing and there's actually a lot of ongoing subplots, setting coherence, consequences and status quo encounters. One thing to remember is that the players not only gain part of the control-they also get to share the responsibility. Some of my players aren't very proactive and actually resign some of the control back to me. As an example for my way of doing things, we could have been playing for quite some time already when a new player joins in and wants to play a radiant servant of Pelor- So he's told those existing setting elements that impact his character and has to fit that PrC in and, if he doesn't use any of the gods of light or healing I already have in my setting- come up with a minor god and how he fits into the setting. Then once that is done I look at the stuff he gave me and begin to develope secrets and complications apropiate to this background I can use later in the campaign as hooks and driving storyeements. That's propably why I'm such a fan of playing the implied setting: With it everyone has a baseline for his ideas and expectations. [/QUOTE]
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