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<blockquote data-quote="Wombat" data-source="post: 1140236" data-attributes="member: 8447"><p>I've been gaming a long, long time</p><p></p><p>Of <em>course</em> I make things up! I have been caught short on time for a game and have created whole adventures on the fly, including new monsters and treasures. Conversely my players accept me as someone who "plays fair", in that I give the same sorts of advantages to PCs and NPCs alike. </p><p></p><p>Players in my games get upwards of 50 pages of background material before I start any campaign. Included in the packet are general house rules (which core classes andPrCs are in and out, new types of feats and skills, some known monster types, changes to spells, etc.) and deep background (social classes, short histories, major NPCs, legends, etc.). As one of my players put it, "Trees fear the start of a new Wombat campaign!" </p><p></p><p>Despite all the background material, nothing is ever covered 100%. As I said, I make up new monsters, new spells, new groups, add in PrCs, etc. Some of this I make up on the fly; some of this after much thought. Equally I allow my players to add new elements to the campaign -- whole new races, types of treasures, skads of feats, PrCs, etc., have all been added by my players, with my approval, of course.</p><p></p><p>Making up monsters, spells, feats, and the like is why I like RPGs over static rules games. One of the posters here compared rules to physics -- I can agree, but with a proviso -- for a long time the Western World accepted and used Aristotelean physics; they worked and explained matters as far any anyone understood. Now we are in a post-Einsteinian view of physics. Maybe the rules haven't changed, but our understanding of them certainly has -- in the end physics is not as stable a set of rules as might be imagined. </p><p></p><p>So yes, I make things up in my RPGs and I always will.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1140236, member: 8447"] I've been gaming a long, long time Of [I]course[/I] I make things up! I have been caught short on time for a game and have created whole adventures on the fly, including new monsters and treasures. Conversely my players accept me as someone who "plays fair", in that I give the same sorts of advantages to PCs and NPCs alike. Players in my games get upwards of 50 pages of background material before I start any campaign. Included in the packet are general house rules (which core classes andPrCs are in and out, new types of feats and skills, some known monster types, changes to spells, etc.) and deep background (social classes, short histories, major NPCs, legends, etc.). As one of my players put it, "Trees fear the start of a new Wombat campaign!" Despite all the background material, nothing is ever covered 100%. As I said, I make up new monsters, new spells, new groups, add in PrCs, etc. Some of this I make up on the fly; some of this after much thought. Equally I allow my players to add new elements to the campaign -- whole new races, types of treasures, skads of feats, PrCs, etc., have all been added by my players, with my approval, of course. Making up monsters, spells, feats, and the like is why I like RPGs over static rules games. One of the posters here compared rules to physics -- I can agree, but with a proviso -- for a long time the Western World accepted and used Aristotelean physics; they worked and explained matters as far any anyone understood. Now we are in a post-Einsteinian view of physics. Maybe the rules haven't changed, but our understanding of them certainly has -- in the end physics is not as stable a set of rules as might be imagined. So yes, I make things up in my RPGs and I always will. [/QUOTE]
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