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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Emerikol" data-source="post: 9509027" data-attributes="member: 6698278"><p>Anyone will tell you that it is the limitations that make creativity work. A novelists who decides to write a western for example will limit themselves certain accepted things. The same for detective stories and romances. </p><p></p><p>All that is being asked by default is that the players operate within an entire world. If the DM has decided there are seven intelligent races that are playable, then that is a limitation but hardly a big limitation. If it were only humans it wouldn't be a decisive limitation. There would still be massive amounts of creativity possible in that setting.</p><p></p><p></p><p></p><p>This is an awkward example. </p><p></p><p>What if you can only choose spells from a spell list if you are a wizard. That is a limitation. You can't cast other things. To me that wouldn't be the death knell of a campaign. And I might allow spell creation by the PCs but if I didn't I wouldn't consider it a great limitation. </p><p></p><p></p><p>I agree that if the DM does not provide a setting the players will have to help make it up. I wouldn't play in such a game. I want an interesting world to explore. I want interesting well thought out NPCs to engage with as a PC. </p><p></p><p>I suppose it is theoretically possible a DM could make a world that is too restrictive but it would be an absurd premise. </p><p></p><p>Here is one example I considered once. Everyone has to be a dwarf and the campaign starts deep underground and no one knows about the surface. The entire known world is tunnels and underground caverns turned into dwarven cities. Now that is not going to appeal to everyone but it might be fun for some people. Just be upfront about it with potential players and let them play or not play.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 9509027, member: 6698278"] Anyone will tell you that it is the limitations that make creativity work. A novelists who decides to write a western for example will limit themselves certain accepted things. The same for detective stories and romances. All that is being asked by default is that the players operate within an entire world. If the DM has decided there are seven intelligent races that are playable, then that is a limitation but hardly a big limitation. If it were only humans it wouldn't be a decisive limitation. There would still be massive amounts of creativity possible in that setting. This is an awkward example. What if you can only choose spells from a spell list if you are a wizard. That is a limitation. You can't cast other things. To me that wouldn't be the death knell of a campaign. And I might allow spell creation by the PCs but if I didn't I wouldn't consider it a great limitation. I agree that if the DM does not provide a setting the players will have to help make it up. I wouldn't play in such a game. I want an interesting world to explore. I want interesting well thought out NPCs to engage with as a PC. I suppose it is theoretically possible a DM could make a world that is too restrictive but it would be an absurd premise. Here is one example I considered once. Everyone has to be a dwarf and the campaign starts deep underground and no one knows about the surface. The entire known world is tunnels and underground caverns turned into dwarven cities. Now that is not going to appeal to everyone but it might be fun for some people. Just be upfront about it with potential players and let them play or not play. [/QUOTE]
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A glimpse at WoTC's current view of Rule 0
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