dmccoy1693
Adventurer
And Now for Something Completely Different...
I'm going to propose an idea seldom heard before, an OGL Setting. (A what?!? How would that work? Glad you asked.) A generic fantasy setting where the first book is canon and everyone else can produce supplements designed for that specific setting. This way, an adventure can be written about how the players encounter the "Blood Hammer Tribe of Orcs" instead of "a tribe of orcs." Also, another company can produce another supplement about that same orc tribe. This will present a series of alternate futures/specifics about the setting/signature characters/etc for DMs to choose from.
More detail: Say the core settings book described the Blood Hammer Tribe as being rather difficult for the local army to track down. Goodman could describe them as being nomads with no clear pattern of attack. But say Necromancer doesn't really like that idea and instead wants the orcs to have an arcanist who teleports their raiding party to and from the location. Two choices for the DM to choose from and the players can't recite the book back to the DM on how he's "wrong."
And yes I know that the DM is always right, except whenever the players badger the DM into giving in just so they can move on, but I'd like to see the DM empowered some, in this respect.
I'm going to propose an idea seldom heard before, an OGL Setting. (A what?!? How would that work? Glad you asked.) A generic fantasy setting where the first book is canon and everyone else can produce supplements designed for that specific setting. This way, an adventure can be written about how the players encounter the "Blood Hammer Tribe of Orcs" instead of "a tribe of orcs." Also, another company can produce another supplement about that same orc tribe. This will present a series of alternate futures/specifics about the setting/signature characters/etc for DMs to choose from.
More detail: Say the core settings book described the Blood Hammer Tribe as being rather difficult for the local army to track down. Goodman could describe them as being nomads with no clear pattern of attack. But say Necromancer doesn't really like that idea and instead wants the orcs to have an arcanist who teleports their raiding party to and from the location. Two choices for the DM to choose from and the players can't recite the book back to the DM on how he's "wrong."
And yes I know that the DM is always right, except whenever the players badger the DM into giving in just so they can move on, but I'd like to see the DM empowered some, in this respect.