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<blockquote data-quote="paradisebunny" data-source="post: 9166409" data-attributes="member: 7039369"><p>This is a layered question with multiple aspects to it that all deserve their own discussions, e.g. how to communicate with players and providing them with the content in a way that can compete with the comfort of dndbeyond will maintaining clear choices; convincing players to try something new, etc.</p><p></p><p>I think the most important skill in this context is one that the DM can learn and manage behind the screen, without much knowledge of what mechanics are actually changing under the hood. E.g. learn to convert material from other editions or RPGs, it is really not difficult and solves the entire problem of being beholden to WOTC. I've ran DCC modules, adapted Cthulhu adventures etc pp. it is much much easier than you think to do and the players will never know. In terms of mechanics, just provide some sort of campaign sheet where you list all optional rules or homebrew rules that you intend to use, no need to call this Level Up, Black Flag or whatever. It is all just slightly different compilations of rules, doesn't really matter to the players what your starting point is.</p><p></p><p>I think we are in a very good spot to play this game for a long time without any direct ramifications of what one specific publisher might do.</p></blockquote><p></p>
[QUOTE="paradisebunny, post: 9166409, member: 7039369"] This is a layered question with multiple aspects to it that all deserve their own discussions, e.g. how to communicate with players and providing them with the content in a way that can compete with the comfort of dndbeyond will maintaining clear choices; convincing players to try something new, etc. I think the most important skill in this context is one that the DM can learn and manage behind the screen, without much knowledge of what mechanics are actually changing under the hood. E.g. learn to convert material from other editions or RPGs, it is really not difficult and solves the entire problem of being beholden to WOTC. I've ran DCC modules, adapted Cthulhu adventures etc pp. it is much much easier than you think to do and the players will never know. In terms of mechanics, just provide some sort of campaign sheet where you list all optional rules or homebrew rules that you intend to use, no need to call this Level Up, Black Flag or whatever. It is all just slightly different compilations of rules, doesn't really matter to the players what your starting point is. I think we are in a very good spot to play this game for a long time without any direct ramifications of what one specific publisher might do. [/QUOTE]
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