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*Pathfinder & Starfinder
Excerpt: You and Your Magic Items
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<blockquote data-quote="Aria Silverhands" data-source="post: 4224264" data-attributes="member: 66086"><p>When it comes to the campaign setting, it is the DM's way. They're the ones creating it and spending time making the maps, the handouts, the storylines and preparing for the game. Yes, they should take the players into account somewhat, but not to the point where it's not what the DM wants to run at all. Players need to remember the DM isn't just there to run the game, they're there to have fun as well and being forced to run the game the player's way, is not fun.</p><p></p><p></p><p>When I get paid for being a DM, then the players can tell me how to run my campaign.</p><p></p><p></p><p>They know that people are going to houserule publishing campaigns, they know that people are going to create houserules, and they know people are going to homebrew their own campaigns. It's in their best interest to make the rules support that type of gameplay. By creating the default rules with that ambiguity in mind and a constant reminder that the DM can and probably will alter things to suit their style, their campaign... it makes the rulebook better.</p><p></p><p>"You can sometimes buy magic items just as you can mundane equipment. It’s rare to find a shop or a bazaar that routinely sells magic items, except perhaps the lowest-level items. Some fantastic places, such as the legendary City of Brass in the heart of the Elemental Chaos, have such markets, but those are the exception rather than the rule. Your DM might say that you can track down a seller for the item you want to buy or that you might have to do some searching, <strong>but in general you can buy any item you can afford.</strong>"</p><p></p><p>It could have been written as:</p><p></p><p></p><p>My revision is friendlier to DM's that don't want magic items to be a simple transaction, while allowing for more or less restrictions, depending on the campaign setting.</p></blockquote><p></p>
[QUOTE="Aria Silverhands, post: 4224264, member: 66086"] When it comes to the campaign setting, it is the DM's way. They're the ones creating it and spending time making the maps, the handouts, the storylines and preparing for the game. Yes, they should take the players into account somewhat, but not to the point where it's not what the DM wants to run at all. Players need to remember the DM isn't just there to run the game, they're there to have fun as well and being forced to run the game the player's way, is not fun. When I get paid for being a DM, then the players can tell me how to run my campaign. They know that people are going to houserule publishing campaigns, they know that people are going to create houserules, and they know people are going to homebrew their own campaigns. It's in their best interest to make the rules support that type of gameplay. By creating the default rules with that ambiguity in mind and a constant reminder that the DM can and probably will alter things to suit their style, their campaign... it makes the rulebook better. "You can sometimes buy magic items just as you can mundane equipment. It’s rare to find a shop or a bazaar that routinely sells magic items, except perhaps the lowest-level items. Some fantastic places, such as the legendary City of Brass in the heart of the Elemental Chaos, have such markets, but those are the exception rather than the rule. Your DM might say that you can track down a seller for the item you want to buy or that you might have to do some searching, [b]but in general you can buy any item you can afford.[/b]" It could have been written as: My revision is friendlier to DM's that don't want magic items to be a simple transaction, while allowing for more or less restrictions, depending on the campaign setting. [/QUOTE]
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Excerpt: You and Your Magic Items
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