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Do you wish new Campaigns to integrate with popular ones
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<blockquote data-quote="ngenius" data-source="post: 1523827" data-attributes="member: 14679"><p>First of all thank you to all those who answered this poll so early, especially, Kamikazee Midget, Turanil, Greyson, Nifft, Starglim and Ron.</p><p></p><p>I will try to address all your comments as best as I can. </p><p></p><p>Firstly let me start with Ron, I am sorry you initially did not understand the poll. Basically, what I wanted was to know whether gamers prefer some form of intergration of new campaigns with their existing and love ones. </p><p></p><p>I am happy to see such a variety in the responses you all posted. Thanks. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>About alignments, actually we have two major alignments in my Campaign, which are needed for rewards being either positive (beneficial) or negative (harmful) to the recipient. Since, these alignments change with every encounter or adventure, players get to experience gaining both beneficial and harmful rewards based on their actions in each instance. But problems arise with d20-restricted classes like Paladins (the worst restrictions) to others like Bards, Barbarians, Druids, and Monks (mild restrictions). Luckily Wizards have no restriction problems. To compensate for this, I have slightly altered variants of the Ex-Classes such as Alt-X Paladins (that substitute evil spells for all good spells, much like Blackguard PrC) when there is a d20 alignment shift, instead of losing all abilities like in standard d20 ex-Paladins.</p><p></p><p>Accepting the fact, that many players and GMs love special settings best, we will try to find the best qualities of the most popular settings and attempt a good adaptation that will also not throw our own Campaign way off target.</p><p></p><p>Personally, just like Turanil agreed "The GM should decide what is best and integrate freely without forced rules" seems like a good option. But, experience has also shown me that sometimes when rules are not well codified, there are bound to be heated arguments, and then the GMs social and diplomatic skills become critical to a smooth campaign. For example, what happens in a Campaign world where there are not standard d20 gods, or we have clerics granted spells from rare non-d20 domains? Hence, I will attempt to state explicitly some solutions to these potential problems (not that non-d20 problems are beyond the scope of our Campaign project).</p><p></p><p>Once again, my thanks to all of you earlier risers, for your well-formed opinions; do try to tell your friends to also participate so we can have a very informative decision by the end of this poll. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="ngenius, post: 1523827, member: 14679"] First of all thank you to all those who answered this poll so early, especially, Kamikazee Midget, Turanil, Greyson, Nifft, Starglim and Ron. I will try to address all your comments as best as I can. Firstly let me start with Ron, I am sorry you initially did not understand the poll. Basically, what I wanted was to know whether gamers prefer some form of intergration of new campaigns with their existing and love ones. I am happy to see such a variety in the responses you all posted. Thanks. :) About alignments, actually we have two major alignments in my Campaign, which are needed for rewards being either positive (beneficial) or negative (harmful) to the recipient. Since, these alignments change with every encounter or adventure, players get to experience gaining both beneficial and harmful rewards based on their actions in each instance. But problems arise with d20-restricted classes like Paladins (the worst restrictions) to others like Bards, Barbarians, Druids, and Monks (mild restrictions). Luckily Wizards have no restriction problems. To compensate for this, I have slightly altered variants of the Ex-Classes such as Alt-X Paladins (that substitute evil spells for all good spells, much like Blackguard PrC) when there is a d20 alignment shift, instead of losing all abilities like in standard d20 ex-Paladins. Accepting the fact, that many players and GMs love special settings best, we will try to find the best qualities of the most popular settings and attempt a good adaptation that will also not throw our own Campaign way off target. Personally, just like Turanil agreed "The GM should decide what is best and integrate freely without forced rules" seems like a good option. But, experience has also shown me that sometimes when rules are not well codified, there are bound to be heated arguments, and then the GMs social and diplomatic skills become critical to a smooth campaign. For example, what happens in a Campaign world where there are not standard d20 gods, or we have clerics granted spells from rare non-d20 domains? Hence, I will attempt to state explicitly some solutions to these potential problems (not that non-d20 problems are beyond the scope of our Campaign project). Once again, my thanks to all of you earlier risers, for your well-formed opinions; do try to tell your friends to also participate so we can have a very informative decision by the end of this poll. :) [/QUOTE]
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