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<blockquote data-quote="MNblockhead" data-source="post: 7531338" data-attributes="member: 6796661"><p>Here is my approach as DM for 5e.</p><p></p><p>I start with the premise that I will endeavor to stick to RAW unless the exceptions are explicitly stated and communicated with the players.</p><p></p><p>I have an idea for a campaign. I e-mail potential players giving a synopsis of the campaign, and race/class limitations, what rule variants or home-brew I'll be using, and ask if they would be interested in playing such a campaign.</p><p></p><p>After a period of back and forth, I create a short campaign guide that memorializes what we agreed upon.</p><p></p><p>Next, I schedule a session zero where we make our characters together (sometimes party creation is done before the first game, but I enjoy doing this in person), go over any rule variants or home-brew one more time to make sure nobody has issues with them. </p><p></p><p>During play, I run my game with a "judge" style of play. I expect players to know the rules. If I forget a rule one of the players will usually know it or can easily pull it up on D&D Beyond. If players disagree with how I run something, they are free to question it or correct me and cite the rule. But, ultimately, I have the final say. When rules are unclear or there is no rule that covers a situation or there is a disagreement over how to interpret a rule, or if I just want to save time where looking up a rule would break the action, I make a ruling and we move on. </p><p></p><p>After the sessions, I will discuss certain rule interpretations with players and after having more time to consider it, I may decide to run things differently going forward, but I almost never ret con.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7531338, member: 6796661"] Here is my approach as DM for 5e. I start with the premise that I will endeavor to stick to RAW unless the exceptions are explicitly stated and communicated with the players. I have an idea for a campaign. I e-mail potential players giving a synopsis of the campaign, and race/class limitations, what rule variants or home-brew I'll be using, and ask if they would be interested in playing such a campaign. After a period of back and forth, I create a short campaign guide that memorializes what we agreed upon. Next, I schedule a session zero where we make our characters together (sometimes party creation is done before the first game, but I enjoy doing this in person), go over any rule variants or home-brew one more time to make sure nobody has issues with them. During play, I run my game with a "judge" style of play. I expect players to know the rules. If I forget a rule one of the players will usually know it or can easily pull it up on D&D Beyond. If players disagree with how I run something, they are free to question it or correct me and cite the rule. But, ultimately, I have the final say. When rules are unclear or there is no rule that covers a situation or there is a disagreement over how to interpret a rule, or if I just want to save time where looking up a rule would break the action, I make a ruling and we move on. After the sessions, I will discuss certain rule interpretations with players and after having more time to consider it, I may decide to run things differently going forward, but I almost never ret con. [/QUOTE]
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