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<blockquote data-quote="MNblockhead" data-source="post: 7002841" data-attributes="member: 6796661"><p>There has to be give and take. When I started my campaign, it was a long time since I had role-played. And 5e was completely new. I made my campaign low magic in part because I enjoy magic feeling rare, scary, and--well--magical. But also because I was new and by now allowing casting classes I could ease myself into the rules of magic. </p><p></p><p>I also limited what races could be played, because of the campaign backstory, elves had left/been pushed out of the known world, beast-people were pushes to the edges of civilization, etc. </p><p></p><p>Over time I loosened up and became more comfortable with the rules and the players took the campaign in a direction where other options mades sense to the story. We eventually brought in a new player who was a sorcerer. And we had another player play a Yuan-ti pure-bred a year before Volos came out (I was pleased that my homebrew matched very closely what became official). An she is a warlock.</p><p></p><p>I state some general rules and explain what I'm comfortable with and what I'm not but I also built a huge homebrew world and allow a semi-sandbox. The players decide what leads they want to follow, what factions to support or oppose, or just "hey I want to travel there..." And then I plan the next session around that. So my campaign started very "limited" but over two years grew organically into a very different game than I thought I would be. </p><p></p><p>Also, as a GM I'm open to suggestions, feedback, and rules lawyering. I let my players, many who are more experienced than me school me on the rules. I'm comfortable with having players give me their understanding of the rules and making arguments for changing the rules. I have final say, but I expect my players to know the rules for their abilities better than me and trust them to not take advantage. </p><p></p><p>I also didn't know at the start what kind of game the players wanted. Initially each session was very different. One would be all roleplaying and mystery solving, the next would be almost all tactics and combat. I mix it up with elaborate terrain and mini, to maps on a big screen, to pure theater of mind. The goal is the enjoy the game as a group, not push my artistic DM vision for my world and stories. That's what makes DnD awesome, its the players story too. I love how I don't know what the next game will be like. </p><p></p><p>So, to sum up, I'm a crumudgeon when it comes to torches. But if it was REALLY important to player that they use torches rather than lanterns or magic for lights. I'd allow it.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7002841, member: 6796661"] There has to be give and take. When I started my campaign, it was a long time since I had role-played. And 5e was completely new. I made my campaign low magic in part because I enjoy magic feeling rare, scary, and--well--magical. But also because I was new and by now allowing casting classes I could ease myself into the rules of magic. I also limited what races could be played, because of the campaign backstory, elves had left/been pushed out of the known world, beast-people were pushes to the edges of civilization, etc. Over time I loosened up and became more comfortable with the rules and the players took the campaign in a direction where other options mades sense to the story. We eventually brought in a new player who was a sorcerer. And we had another player play a Yuan-ti pure-bred a year before Volos came out (I was pleased that my homebrew matched very closely what became official). An she is a warlock. I state some general rules and explain what I'm comfortable with and what I'm not but I also built a huge homebrew world and allow a semi-sandbox. The players decide what leads they want to follow, what factions to support or oppose, or just "hey I want to travel there..." And then I plan the next session around that. So my campaign started very "limited" but over two years grew organically into a very different game than I thought I would be. Also, as a GM I'm open to suggestions, feedback, and rules lawyering. I let my players, many who are more experienced than me school me on the rules. I'm comfortable with having players give me their understanding of the rules and making arguments for changing the rules. I have final say, but I expect my players to know the rules for their abilities better than me and trust them to not take advantage. I also didn't know at the start what kind of game the players wanted. Initially each session was very different. One would be all roleplaying and mystery solving, the next would be almost all tactics and combat. I mix it up with elaborate terrain and mini, to maps on a big screen, to pure theater of mind. The goal is the enjoy the game as a group, not push my artistic DM vision for my world and stories. That's what makes DnD awesome, its the players story too. I love how I don't know what the next game will be like. So, to sum up, I'm a crumudgeon when it comes to torches. But if it was REALLY important to player that they use torches rather than lanterns or magic for lights. I'd allow it. [/QUOTE]
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