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<blockquote data-quote="MNblockhead" data-source="post: 8705635" data-attributes="member: 6796661"><p>Whew! I was worried what was going to come after the elipses!</p><p></p><p></p><p>Hi!</p><p></p><p></p><p>Because I'm a control freak who likes to legislate other people's fun! But beside that...</p><p></p><p>I generally stick to a system's rules as written, but I will make changes or additions to fit a certain style of play or setting. My first campaign (100% home brew world and adventures) really didn't change much, my campaign "home rules" mainly covered which optional rules in the PHP and DMG we would be using. My second campaign (Curse of Strahd) only changed the leveling/XP to a system for the adventure I found on DTRPG that encouraged a mix of exploration, defeating important foes, and finding important macguffins. My current campaign has the most rule changes. That is because I'm running it as an "old school" inspired mega dungeon that using GP for XP. It is a years long campaign and so I have a mix of third-party and self written additions to better cover strongholds, followers, factions, reputation, etc.</p><p></p><p></p><p></p><p>I would hate to deprive my players of my creative genius!</p><p></p><p>Mainly, because I enjoy it and I can remember the lore I create myself better than I can published lore.</p><p></p><p></p><p></p><p>Grognard chauvinism.</p><p></p><p>Nah. In my first, homebrew, campaign for 5e, I limited races to fit the setting and lore I created. But for the last few years, I don't. The current campaign is anime-level gonzo. One player plays a worg that was "cursed" with fiendish goat hooves that allow for better jumping and then contracted lycanthropy from a were tiger. And this is a setting (third-party publisher) that has copraphagi as a playable race (roach people, who eat...)</p><p></p><p></p><p></p><p>The only Combos allows at my table are the traditional cheddar-cheese filled Combos. Anything else is anathema. But I've been known to make exceptions for peanut-butter filled combos.</p><p></p><p></p><p></p><p>I like adventure books and settings that are not available on DnD beyond and which my players don't own. Curse of Strahd being the one exception. </p><p></p><p>I avoid adventures and settings that are based on popular and lore-rich IP. I am not the type of fan and don't have the right mental makeup to keep true to something like Star Wars, Lord of the Rings, etc. and players that would be attracted to playing in such settings would be disappointed in how I would run them. </p><p></p><p>For crunch/rules - I buy the systems I like. If there are things I want to add to support certain playstyles, I'll look for expansions or third-party materials that support it and which are not overly complicated and which my players and I think are fun. Any changes to system RAW are discussed with players first.</p><p></p><p></p><p></p><p>Quite a stretch to write "we all" understand. Are you new to this hobby? ;-)</p><p></p><p></p><p></p><p>Oh no! I should have read ahead. Did I just create a new stalker‽</p><p></p><p></p><p></p><p>You are welcome. Please don't stalk me.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 8705635, member: 6796661"] Whew! I was worried what was going to come after the elipses! Hi! Because I'm a control freak who likes to legislate other people's fun! But beside that... I generally stick to a system's rules as written, but I will make changes or additions to fit a certain style of play or setting. My first campaign (100% home brew world and adventures) really didn't change much, my campaign "home rules" mainly covered which optional rules in the PHP and DMG we would be using. My second campaign (Curse of Strahd) only changed the leveling/XP to a system for the adventure I found on DTRPG that encouraged a mix of exploration, defeating important foes, and finding important macguffins. My current campaign has the most rule changes. That is because I'm running it as an "old school" inspired mega dungeon that using GP for XP. It is a years long campaign and so I have a mix of third-party and self written additions to better cover strongholds, followers, factions, reputation, etc. I would hate to deprive my players of my creative genius! Mainly, because I enjoy it and I can remember the lore I create myself better than I can published lore. Grognard chauvinism. Nah. In my first, homebrew, campaign for 5e, I limited races to fit the setting and lore I created. But for the last few years, I don't. The current campaign is anime-level gonzo. One player plays a worg that was "cursed" with fiendish goat hooves that allow for better jumping and then contracted lycanthropy from a were tiger. And this is a setting (third-party publisher) that has copraphagi as a playable race (roach people, who eat...) The only Combos allows at my table are the traditional cheddar-cheese filled Combos. Anything else is anathema. But I've been known to make exceptions for peanut-butter filled combos. I like adventure books and settings that are not available on DnD beyond and which my players don't own. Curse of Strahd being the one exception. I avoid adventures and settings that are based on popular and lore-rich IP. I am not the type of fan and don't have the right mental makeup to keep true to something like Star Wars, Lord of the Rings, etc. and players that would be attracted to playing in such settings would be disappointed in how I would run them. For crunch/rules - I buy the systems I like. If there are things I want to add to support certain playstyles, I'll look for expansions or third-party materials that support it and which are not overly complicated and which my players and I think are fun. Any changes to system RAW are discussed with players first. Quite a stretch to write "we all" understand. Are you new to this hobby? ;-) Oh no! I should have read ahead. Did I just create a new stalker‽ You are welcome. Please don't stalk me. [/QUOTE]
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