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<blockquote data-quote="Luce" data-source="post: 6056646" data-attributes="member: 29760"><p><strong><a href="http://www.enworld.org/forum/members/jamesoncourage.html" target="_blank">JamesonCourage</a>:</strong> Thank you for undertsanding what I meant to say in much more coherent words.</p><p><strong></strong></p><p><strong></strong></p><p><strong>pemerton: </strong>In my view Wizards had been pushing for unified experience, with 3th and 4th. Things like by that level you have to be that level of resources, have so powerful treasure. I believe for some people that have extended to the cannon. On one hand such approach does makes easy to more easily change groups as possibly every participant will have a shared body of lore that is consistent. On another as you pointed some DMs feel contained creatively by the canon. Personally canon for me is in a similar category as DM fudging - use it or not depending what will make the game better. The difference is , to repeat myself, what the players already know. Changing things they did not know (such as if their guess about the plot is cooler then mine), does not invoke sense of derealization.</p><p></p><p>Neonchameleon: I want to discuss the changes in a multiple prospective. When I say the changes in the Game, I do not limit the definition to the rules but also include the culture as well as the environment factors.</p><p>Take lawyering for example. There always have been rule loopholes and people willing to use them. There was not always a drive for campaign consistency between different groups. What may be overpower in one group can the norm in another in the 90s at least amongst the group I observed. I also saw more DM fiat at those times. </p><p>We also did not have the level of Net presence in the past. The ability to easily share ideas also means sharing exploits. In the past if say I notice a combo, such that using a dust of maximization (from Dragon) goes well with rod of empowerment from book X together with a feat that allows changing the elemental property of the spell on the fly allowing me to very effective against anything with an energy weakness form another source. Well I might have shared it with few friends but it would not have been out there for the world to see. Other undoubtedly would have noticed the same combo, but probably not as many as the number of people who read char op boards.</p><p>Again that is just my experience, but I think the culture of the game in regards to what is permissible on the table have changed as well. Despite what the 3e DMG and multiple subsequent handbooks state that PrC and the rule contained therein are optional and subject to the individual DM approval many more people I met in the later 2000s think if published it is core. Once again that is my experience, if others have seen otherwise please share.</p></blockquote><p></p>
[QUOTE="Luce, post: 6056646, member: 29760"] [B][URL="http://www.enworld.org/forum/members/jamesoncourage.html"]JamesonCourage[/URL]:[/B] Thank you for undertsanding what I meant to say in much more coherent words. [B] pemerton: [/B]In my view Wizards had been pushing for unified experience, with 3th and 4th. Things like by that level you have to be that level of resources, have so powerful treasure. I believe for some people that have extended to the cannon. On one hand such approach does makes easy to more easily change groups as possibly every participant will have a shared body of lore that is consistent. On another as you pointed some DMs feel contained creatively by the canon. Personally canon for me is in a similar category as DM fudging - use it or not depending what will make the game better. The difference is , to repeat myself, what the players already know. Changing things they did not know (such as if their guess about the plot is cooler then mine), does not invoke sense of derealization. Neonchameleon: I want to discuss the changes in a multiple prospective. When I say the changes in the Game, I do not limit the definition to the rules but also include the culture as well as the environment factors. Take lawyering for example. There always have been rule loopholes and people willing to use them. There was not always a drive for campaign consistency between different groups. What may be overpower in one group can the norm in another in the 90s at least amongst the group I observed. I also saw more DM fiat at those times. We also did not have the level of Net presence in the past. The ability to easily share ideas also means sharing exploits. In the past if say I notice a combo, such that using a dust of maximization (from Dragon) goes well with rod of empowerment from book X together with a feat that allows changing the elemental property of the spell on the fly allowing me to very effective against anything with an energy weakness form another source. Well I might have shared it with few friends but it would not have been out there for the world to see. Other undoubtedly would have noticed the same combo, but probably not as many as the number of people who read char op boards. Again that is just my experience, but I think the culture of the game in regards to what is permissible on the table have changed as well. Despite what the 3e DMG and multiple subsequent handbooks state that PrC and the rule contained therein are optional and subject to the individual DM approval many more people I met in the later 2000s think if published it is core. Once again that is my experience, if others have seen otherwise please share. [/QUOTE]
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