D&D 3.x 3rd Edition Revisited - Better play with the power of hindsight?

My experience is that it's important to be up-front about what is and isn't allowed in a given game. I'll write a campaign prospectus for a game I plan to run.

If the deal is "no prestige classes" or "these travel/movement spells don't exist" then players who sign on for the game can accept that. The friction, IME, comes from a sense of "I am altering the deal" surprises.

Maybe I'm lucky not to get the sort of player who says, "But this is official material! You must allow it!"
This could have been written by me. The prospectus is perhaps the most important first step in any campaign. Even if you are following only the official rules, your interpretations should be listed if there is any debate.

I haven't been as lucky but I weaned my players away from that way of thinking early on so now I don't have those issues.
 

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