As a plus thread, please don't put down, dismiss, judge, etc. other peoples' view or comments. Thank you!
From the direction this thread (
D&D 5E (2014) - We Would Hate A BG3 Campaign) took, I became curious about what things different a DM might modify or restrict when they run a game. I'm not talking about modifications or homebrew, but pure restrictions--NOT ALLOWED.
You can choose multiple options, and feel free to explain why you make the choices you make if you care to. If you think of a type of restriction I missed, let me know and I'll update the poll. Thanks.
I'll go first.
BOOKS
Supplements
- Tasha’s Cauldron of Everything
- Fizban’s Treasury of Dragons
- Monsters of the Multiverse
- Bigby Presents: Glory of the Giants
- The Book of Many Things
Campaign Settings
- Guildmasters’ Guide to Ravnica
- Acquisitions Incorporated
- Eberron: Rising from the Last War
- Explorer’s Guide to Wildemount
- Van Richten’s Guide to Ravenloft
- Strixhaven: A Curriculum of Chaos
- Spelljammer: Adventures in Space
- Planescape: Adventures in the Multiverse
Adventures
- Stranger Things: The Hunt for Thessalhydra
- Dungeons & Dragons vs Rick and Morty
- Wild Beyond the Witchlight
- Critical Role: Call of the Netherdeep
- Journeys Through the Radiant Citadel
- Dragonlance: Shadow of the Dragon Queen
- Keys from the Golden Vault
3PP MATERIAL - None allowed. I might homebrew something based on 3PP, but that's pretty rare.
RACES - Only the "traditional" (dwarves, elves, halflings, gnomes, humans, half-elf, half-orc) are allowed.
CLASSES - no Artificier
SUBCLASSES - If the class and sourcebook are allowed, the subclass is allowed.
FEATURES - As subclasses, if the class, etc. is allowed, the feature is allowed.
MAGICAL ITEMS - Nothing too poweful (unique, legendary, artifacts) since my games run tier 2 generally.
NON-MAGICAL ITEMS - GUNS! No guns. Guns don't belong in D&D for me. Sometimes no plate armor, which is campaign dependent.
RULES - I play with a lot of rule modifications, but don't really restrict anything. Too many DM restrictions can feel like sitting at a blackjack table where the dealer suddenly changes rules mid hand, and kills the fun. But having zero limits is as messy, like throwing all your money on roulette with no idea what the odds are. A good game needs balance. The DM should set clear boundaries, like stakes in poker, so players know what they are risking and how to play smart. If rules keep shifting, it feels like bad betting, not strategy. This whole topic reminds me of online gambling too, especially crypto stuff like
https://cryptopayingnz.com/ethereum-casino/ where fairness and consistency matter a lot if you want players to trust the system. In both cases, whether it is chasing a jackpot or running a campaign, the experience works best when rules are clear and everyone feels the game is worth playing.