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DMs - What makes You...
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<blockquote data-quote="touc" data-source="post: 8706162" data-attributes="member: 19270"><p><strong>What makes you, as a DM, sit down and change a rule? </strong>It's a core tenet of D&D to make it your own as no two tables are, or should be, alike. I do it because I believe it will make the game more enjoyable for MY gamers. I then research prior editions, other game systems, compare notes with other DMs, and see if I'm missing something, then run it by my table.</p><p></p><p><strong>What makes you craft different lore for your world?</strong> Lore makes a game world come alive. Using real-life inspirations, I've created fairy tales that were told by NPCs over the campfires (foreshadowing high level events), used mythology and stories of wisdom, worked up accents and speech styles for the locals (more than an Irish one for dwarves), and researched tidbits like religious customs that people would see. I then drop these into random descriptions. It's the heart and soul of a campaign, and there's just not enough room in any module for all of it. That's on the DM.</p><p></p><p><strong>What makes you not allow/or insist on the presence of certain races, classes, backgrounds? </strong>Immersion, 100% immersion. It's a collaborate effort with my gamers to better enjoy a particular storyline if options are suspended. For <em>Curse of Strahd, </em>players wanted to limit races to human, half-elf, elf and dwarf to thematically fit a dark, medieval Romanian feel based on real-life artistic inspirations. For all of us, it was easier to get into despair and horror than if we had something goofy running around Barovia like a turtle person. If we're in Spelljammer or Planescape, that's a different day and different discussion.</p><p></p><p><strong>What makes you not allow certain combos? </strong>By combos I assume things that ruin gameplay by somehow trivializing a part of it and upsetting gamers who haven't found a loophole or gimmick. I always ask my gamers to look for cheese and that's worked out great. Sometimes, it was nothing to worry about. I think my list of "bans" is pretty short even after nearly 10 years of D&D 5E.</p><p></p><p><strong>What makes you use certain books and not use others? </strong>I let my players use PHB + 1 usually when it comes to making characters if it's official product because those are usually subjected to extensive playtest. And, I read comments on these forums because we've got some really sharp minds when it comes to game mechanics.</p></blockquote><p></p>
[QUOTE="touc, post: 8706162, member: 19270"] [B]What makes you, as a DM, sit down and change a rule? [/B]It's a core tenet of D&D to make it your own as no two tables are, or should be, alike. I do it because I believe it will make the game more enjoyable for MY gamers. I then research prior editions, other game systems, compare notes with other DMs, and see if I'm missing something, then run it by my table. [B]What makes you craft different lore for your world?[/B] Lore makes a game world come alive. Using real-life inspirations, I've created fairy tales that were told by NPCs over the campfires (foreshadowing high level events), used mythology and stories of wisdom, worked up accents and speech styles for the locals (more than an Irish one for dwarves), and researched tidbits like religious customs that people would see. I then drop these into random descriptions. It's the heart and soul of a campaign, and there's just not enough room in any module for all of it. That's on the DM. [B]What makes you not allow/or insist on the presence of certain races, classes, backgrounds? [/B]Immersion, 100% immersion. It's a collaborate effort with my gamers to better enjoy a particular storyline if options are suspended. For [I]Curse of Strahd, [/I]players wanted to limit races to human, half-elf, elf and dwarf to thematically fit a dark, medieval Romanian feel based on real-life artistic inspirations. For all of us, it was easier to get into despair and horror than if we had something goofy running around Barovia like a turtle person. If we're in Spelljammer or Planescape, that's a different day and different discussion. [B]What makes you not allow certain combos? [/B]By combos I assume things that ruin gameplay by somehow trivializing a part of it and upsetting gamers who haven't found a loophole or gimmick. I always ask my gamers to look for cheese and that's worked out great. Sometimes, it was nothing to worry about. I think my list of "bans" is pretty short even after nearly 10 years of D&D 5E. [B]What makes you use certain books and not use others? [/B]I let my players use PHB + 1 usually when it comes to making characters if it's official product because those are usually subjected to extensive playtest. And, I read comments on these forums because we've got some really sharp minds when it comes to game mechanics. [/QUOTE]
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