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Do you allow third party material in your games?
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<blockquote data-quote="wingsandsword" data-source="post: 7573050" data-attributes="member: 14159"><p>It varies wildly.</p><p></p><p>One of the great things about 3rd edition D&D was the advent of the OGL, making 3rd party content legal as long as it stayed within certain (very broad) limits, unlike old TSR's campaign of actively pursuing legal action against even fan sites providing 3rd party content (much less professional publishers).</p><p></p><p>However, it produced a VAST amount of material, of a wide variety of quality. Many things were clearly shoveled out with no quality control and only minimal (if any) playtesting. . .but there were other works that were of very high quality.</p><p></p><p>Ultimately, with 3rd party books, like any 1st party book, allowing something in is on a case-by-case basis on the ideas of does it fit with the game, and is the material of a mechanically high quality.</p><p></p><p>Just because something is in a 1st party book doesn't mean it's good, or even usable. There have been official 1st party WotC materials that were practically unusable as written (the Truenamer class from Tome of Magic comes to mind), and spells that were insanely brokenly overpowered as originally written (Miasma, which was originally basically a guaranteed no-save death effect against anything that breathes as only a 4th level spell, before it was heavily errataed in the Spell Compendium).</p><p></p><p>I've known of games that allowed *any* official works of that edition (and known of players that tried to demand games allow books/classes/ect. simply because they were "official" and thought all games must allow all "official" options). . .but I haven't seen that play style in many years.</p><p></p><p>So, ultimately in any game I there are certain things I allow automatically, which is normally the core rules and books, classes, spells ect. that I know are mechanically sound and will fit in with the intended tone of the campaign. . .and that can possibly include 3rd party materials.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 7573050, member: 14159"] It varies wildly. One of the great things about 3rd edition D&D was the advent of the OGL, making 3rd party content legal as long as it stayed within certain (very broad) limits, unlike old TSR's campaign of actively pursuing legal action against even fan sites providing 3rd party content (much less professional publishers). However, it produced a VAST amount of material, of a wide variety of quality. Many things were clearly shoveled out with no quality control and only minimal (if any) playtesting. . .but there were other works that were of very high quality. Ultimately, with 3rd party books, like any 1st party book, allowing something in is on a case-by-case basis on the ideas of does it fit with the game, and is the material of a mechanically high quality. Just because something is in a 1st party book doesn't mean it's good, or even usable. There have been official 1st party WotC materials that were practically unusable as written (the Truenamer class from Tome of Magic comes to mind), and spells that were insanely brokenly overpowered as originally written (Miasma, which was originally basically a guaranteed no-save death effect against anything that breathes as only a 4th level spell, before it was heavily errataed in the Spell Compendium). I've known of games that allowed *any* official works of that edition (and known of players that tried to demand games allow books/classes/ect. simply because they were "official" and thought all games must allow all "official" options). . .but I haven't seen that play style in many years. So, ultimately in any game I there are certain things I allow automatically, which is normally the core rules and books, classes, spells ect. that I know are mechanically sound and will fit in with the intended tone of the campaign. . .and that can possibly include 3rd party materials. [/QUOTE]
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