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2E vs 3E: 8 Years Later. A new perspective?
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<blockquote data-quote="WayneLigon" data-source="post: 3996007" data-attributes="member: 3649"><p>If you're not meeting players that can understand reasoned, logical arguements as to why you want to construct your game in a certain way then you need to teach them why you do things the way you do OR find new players. If you explain in clear simple language what it is you wish to achieve with doing X, Y or Z that changes the basic rules or implied assumptions of the game, they should be able to see reason. If not, make them see reason. </p><p></p><p>Say 'no' and <em>back it up</em>. Say something like 'I feel that the magic item assumptions for 3E are out of line with the type and style of campaign I want to run. I realize that some areas of the game might take the assumption into account when creating CRs and I want you to know that I've taken a look at those areas and am aware of them; adjustments have been made where needed. The tone and style of the game is such that I want your own personal abilities to save the day, not your toys. I want the game to echo the moer classic fantasy of [give examples]. To this end, here are the guidelines I'm going by when I devise treasure etc etc etc'.</p><p></p><p>They may simply think you want to keep them from getting cool stuff through some perverse pleasure in denial; I've met lots of DMs that did indeed get pleasure from screwing over their players, as if it was an 'us vs them' game.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3996007, member: 3649"] If you're not meeting players that can understand reasoned, logical arguements as to why you want to construct your game in a certain way then you need to teach them why you do things the way you do OR find new players. If you explain in clear simple language what it is you wish to achieve with doing X, Y or Z that changes the basic rules or implied assumptions of the game, they should be able to see reason. If not, make them see reason. Say 'no' and [I]back it up[/I]. Say something like 'I feel that the magic item assumptions for 3E are out of line with the type and style of campaign I want to run. I realize that some areas of the game might take the assumption into account when creating CRs and I want you to know that I've taken a look at those areas and am aware of them; adjustments have been made where needed. The tone and style of the game is such that I want your own personal abilities to save the day, not your toys. I want the game to echo the moer classic fantasy of [give examples]. To this end, here are the guidelines I'm going by when I devise treasure etc etc etc'. They may simply think you want to keep them from getting cool stuff through some perverse pleasure in denial; I've met lots of DMs that did indeed get pleasure from screwing over their players, as if it was an 'us vs them' game. [/QUOTE]
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