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<blockquote data-quote="Majoru Oakheart" data-source="post: 2550347" data-attributes="member: 5143"><p>Never once said allow everything. What I said is you need a compelling reason not to allow it. "There are no orcs in my world" is certainly a compelling reason. However, you might restrict your game from all those players who like half-orcs. If you are fine with this, no problem.</p><p></p><p></p><p>As I said, I do nearly no prep work. Most of the prep work I actually do is just thinking about things and not writing anything down. I once ran 2 sessions with just the notes: "Orcs paid off by local Baron to attack villiages as first step towards declaring martial law and conscripting an army to conqure country. He hires adventures to send them into an orc trap and get rid of possible opposition." I had some ideas about him having a wizard to assist him with his plans. I didn't know what country he was in, what else was in the world. I figured I'd build the rest as I went. Now, if someone wanted to be from a certain type of culture, I could write it into the world. With their input, my world could be more interesting than if I had designed it alone. Plus, the rest didn't matter to the game session at hand.</p><p></p><p></p><p>Seems you do a lot of work preparing for your game. Is all that extra effort worth the payoff you get if the adventure involves combat against orcs?</p><p></p><p></p><p>You do...and people like me have the right to get annoyed at your game and leave part way through when we realize that no matter what we do, you'll change the rule and make it different next time, so we can't count on anything working twice. Then, we'll wait until you make up a rule that you came up with off the top of your head that has a glaring hole in it that you don't see, and use it against you. I've seen it happen. One DM was SO positive his rules were better than the ones in the book because the ones in the book were all stupid. Then, he made a rule that players figured out how to abuse and suddenly they were overpowered.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 2550347, member: 5143"] Never once said allow everything. What I said is you need a compelling reason not to allow it. "There are no orcs in my world" is certainly a compelling reason. However, you might restrict your game from all those players who like half-orcs. If you are fine with this, no problem. As I said, I do nearly no prep work. Most of the prep work I actually do is just thinking about things and not writing anything down. I once ran 2 sessions with just the notes: "Orcs paid off by local Baron to attack villiages as first step towards declaring martial law and conscripting an army to conqure country. He hires adventures to send them into an orc trap and get rid of possible opposition." I had some ideas about him having a wizard to assist him with his plans. I didn't know what country he was in, what else was in the world. I figured I'd build the rest as I went. Now, if someone wanted to be from a certain type of culture, I could write it into the world. With their input, my world could be more interesting than if I had designed it alone. Plus, the rest didn't matter to the game session at hand. Seems you do a lot of work preparing for your game. Is all that extra effort worth the payoff you get if the adventure involves combat against orcs? You do...and people like me have the right to get annoyed at your game and leave part way through when we realize that no matter what we do, you'll change the rule and make it different next time, so we can't count on anything working twice. Then, we'll wait until you make up a rule that you came up with off the top of your head that has a glaring hole in it that you don't see, and use it against you. I've seen it happen. One DM was SO positive his rules were better than the ones in the book because the ones in the book were all stupid. Then, he made a rule that players figured out how to abuse and suddenly they were overpowered. [/QUOTE]
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