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DMs - What makes You...
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<blockquote data-quote="Jer" data-source="post: 8705257" data-attributes="member: 19857"><p>If its not working or it leads to boring play. </p><p></p><p></p><p>Story? Because my world building is collaborative with the players at the table? This feels like a really odd question - without lore for a world you don't really have a world? In this kind of game literally the only way to build a world is to craft lore - without lore you've got nothing.</p><p></p><p>(Or do you mean take a pre-published world and alter the lore for it? If that's the question then the answer is "story" - though generally I'm doing the opposite.)</p><p></p><p></p><p>I don't. My players figure out what they want to play, I work within those constraints.</p><p></p><p></p><p>See above. I don't. I used to in previous editions of the game where balance mattered more or I believed that balance mattered more, but the games I currently run don't really seem to have those problems. If it does, see question 1 above - we'll just tweak the rules around the concept to make it work.</p><p></p><p></p><p>There's stuff in the books that I use that I want to use? I usually use published books to get ideas for a game. Different books have lots of different ideas in them - some things will be right for one campaign and not mesh well with others. Or even they'd be fine but the kind of game we're running doesn't deal with the things in those books. Like if I'm not running a game where horror is a theme, I'm probably not cracking open any Ravenloft books to look for ideas.</p></blockquote><p></p>
[QUOTE="Jer, post: 8705257, member: 19857"] If its not working or it leads to boring play. Story? Because my world building is collaborative with the players at the table? This feels like a really odd question - without lore for a world you don't really have a world? In this kind of game literally the only way to build a world is to craft lore - without lore you've got nothing. (Or do you mean take a pre-published world and alter the lore for it? If that's the question then the answer is "story" - though generally I'm doing the opposite.) I don't. My players figure out what they want to play, I work within those constraints. See above. I don't. I used to in previous editions of the game where balance mattered more or I believed that balance mattered more, but the games I currently run don't really seem to have those problems. If it does, see question 1 above - we'll just tweak the rules around the concept to make it work. There's stuff in the books that I use that I want to use? I usually use published books to get ideas for a game. Different books have lots of different ideas in them - some things will be right for one campaign and not mesh well with others. Or even they'd be fine but the kind of game we're running doesn't deal with the things in those books. Like if I'm not running a game where horror is a theme, I'm probably not cracking open any Ravenloft books to look for ideas. [/QUOTE]
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