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General Tabletop Discussion
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Burning Questions: Why Do DMs Limit Official WOTC Material?
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<blockquote data-quote="epithet" data-source="post: 7762660" data-attributes="member: 6796566"><p>To further beat on this horse that is already coughing up blood, no one is talking about "completely changing" anything here. That's your ridiculous example that you imagine might prove your otherwise untenable point. What we're talking about is the limitation or admission of individual slices of published 5e content, like the use of particular feats, or spells, or subclasses. We're not talking about the fundamentals of running a game, we're talking about the details.</p><p></p><p>So let's leave behind the nonsensical "no narration at all" example, and look at a real example from Critical Role. Matt's campaign world, Exandria, had no firearms. D&D 5e has no gunslingers. Nevertheless, based on his experience with Pathfinder, Taliesin Jaffe wanted to play a gunslinger in Matt's campaign. Matt homebrewed the 5e archetype for him based on the Pathfinder version, and concocted new lore for the setting to support Percy's invention of the firearm based on fiendish guidance, and a hilarious NPC who could provide some extra black powder to Percy if he needed it. Matt accommodated his player's desires into the rules and setting of the game, rather than saying "That's not in my world; if you want to play a gunslinger you need to find another DM."</p><p></p><p>It would not have made Matt a "failed bad" DM for being unable to accomodate Taliesin's character concept, but he certainly wouldn't be as good a DM as he is if he had been unwilling to even consider it.</p></blockquote><p></p>
[QUOTE="epithet, post: 7762660, member: 6796566"] To further beat on this horse that is already coughing up blood, no one is talking about "completely changing" anything here. That's your ridiculous example that you imagine might prove your otherwise untenable point. What we're talking about is the limitation or admission of individual slices of published 5e content, like the use of particular feats, or spells, or subclasses. We're not talking about the fundamentals of running a game, we're talking about the details. So let's leave behind the nonsensical "no narration at all" example, and look at a real example from Critical Role. Matt's campaign world, Exandria, had no firearms. D&D 5e has no gunslingers. Nevertheless, based on his experience with Pathfinder, Taliesin Jaffe wanted to play a gunslinger in Matt's campaign. Matt homebrewed the 5e archetype for him based on the Pathfinder version, and concocted new lore for the setting to support Percy's invention of the firearm based on fiendish guidance, and a hilarious NPC who could provide some extra black powder to Percy if he needed it. Matt accommodated his player's desires into the rules and setting of the game, rather than saying "That's not in my world; if you want to play a gunslinger you need to find another DM." It would not have made Matt a "failed bad" DM for being unable to accomodate Taliesin's character concept, but he certainly wouldn't be as good a DM as he is if he had been unwilling to even consider it. [/QUOTE]
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