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*Pathfinder & Starfinder
Excerpt: You and Your Magic Items
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<blockquote data-quote="Andur" data-source="post: 4224849" data-attributes="member: 27898"><p>Aria, the biggest part of your problem is that the game is not me versus them. It is also not YOUR campaign, but "our" campaign. The story and the plot only progress as far as the players allow, as a DM you adjust the focus of the setting based upon the needs/wants/desires of the players.</p><p></p><p>Last I checked in a "typical" DnD game only 20% of the participants were DM's. Considering that the vast majority of people who play DnD live in the free world, they are pretty use to the concept of one person, one vote, and majority rules.</p><p></p><p>From what you've posted here I doubt I would ever play in one of your games, and I rarely do anything but "low magic" campaigns. It sounds too much like you want to be the author of a book, the other players are just there to fulfill the role needs of the books, but they really don't have any "say" in the book, they are merely literary puppets. Been there, done that, and no I'm not going to save the kingdom just because that is what the DM's plot/story calls for, in fact we'll start up/head up a rebellion and take advantage of that impending undead army marching in on the western front in order to overthrow the realm, make a deal with the devil, and run this place the way we want...</p><p></p><p>Default rules are just fine, and "modding" them works well too. You'd think that TSR/WotC have never put out alternate settings which "mod" the default rules. Eberron, Forgotten Realms, Dark Sun, Birthright, Planescape and Dragonlance are all fine examples of TSR/WotC changing the default rules to fit the settings, and it doesn't seem like people have problems with the concept.</p></blockquote><p></p>
[QUOTE="Andur, post: 4224849, member: 27898"] Aria, the biggest part of your problem is that the game is not me versus them. It is also not YOUR campaign, but "our" campaign. The story and the plot only progress as far as the players allow, as a DM you adjust the focus of the setting based upon the needs/wants/desires of the players. Last I checked in a "typical" DnD game only 20% of the participants were DM's. Considering that the vast majority of people who play DnD live in the free world, they are pretty use to the concept of one person, one vote, and majority rules. From what you've posted here I doubt I would ever play in one of your games, and I rarely do anything but "low magic" campaigns. It sounds too much like you want to be the author of a book, the other players are just there to fulfill the role needs of the books, but they really don't have any "say" in the book, they are merely literary puppets. Been there, done that, and no I'm not going to save the kingdom just because that is what the DM's plot/story calls for, in fact we'll start up/head up a rebellion and take advantage of that impending undead army marching in on the western front in order to overthrow the realm, make a deal with the devil, and run this place the way we want... Default rules are just fine, and "modding" them works well too. You'd think that TSR/WotC have never put out alternate settings which "mod" the default rules. Eberron, Forgotten Realms, Dark Sun, Birthright, Planescape and Dragonlance are all fine examples of TSR/WotC changing the default rules to fit the settings, and it doesn't seem like people have problems with the concept. [/QUOTE]
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Excerpt: You and Your Magic Items
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