kamosa
Explorer
Players need framework.
First let me say that this is a general comment about GM created special rules and my past experiences. I don't know the specfics of your game and wouldn't want to pass judgement, even if I did.
I know in the past, I always disliked it when the GM deviated from the books greatly because it reduced my ability to understand the game world. Let me explain.
When the rules are written down in the book, I can look them up, read about them in my own time and contemplate how to create and guide a character under those rules. When the GM makes up rules I am often caught off guard by how they affect my character.
Example: I had a GM that wanted to make undead strange and different from the types listed in the players hand book. On the surface this seemed very cool. Smoke wraiths and sewer ghouls are cool, I like the concept. However, because I had no access to these monsters and the GM would never tell me when I was facing undead, my turning power became useless. I couldn't recognize them as undead because they were special.
The ranger that had as an enemie undead wouldn't get the +2 to attack because we didn't know they were undead. Etc.
Afterwards the GM would chastise us for not using our powers and it would piss me off.
Let me reiterate, I liked the idea of cool, strange undead. But in practice it stunk. Changes to the core system can be used as weapons against the players. When this happens, or if the players have had this happen in the past, they can become very ardent against home rules or GM creativity.
After my experience I have warning bells that go off every time a new GM starts off describing her world by saying "It's all different..."
FYI I've been a GM for close to 20 years now and had several long campaigns that lasted years and years. IE, it's not that I don't understand the GM process that causes me to mistrust whole sale changes to the rules.
First let me say that this is a general comment about GM created special rules and my past experiences. I don't know the specfics of your game and wouldn't want to pass judgement, even if I did.
I know in the past, I always disliked it when the GM deviated from the books greatly because it reduced my ability to understand the game world. Let me explain.
When the rules are written down in the book, I can look them up, read about them in my own time and contemplate how to create and guide a character under those rules. When the GM makes up rules I am often caught off guard by how they affect my character.
Example: I had a GM that wanted to make undead strange and different from the types listed in the players hand book. On the surface this seemed very cool. Smoke wraiths and sewer ghouls are cool, I like the concept. However, because I had no access to these monsters and the GM would never tell me when I was facing undead, my turning power became useless. I couldn't recognize them as undead because they were special.
The ranger that had as an enemie undead wouldn't get the +2 to attack because we didn't know they were undead. Etc.
Afterwards the GM would chastise us for not using our powers and it would piss me off.
Let me reiterate, I liked the idea of cool, strange undead. But in practice it stunk. Changes to the core system can be used as weapons against the players. When this happens, or if the players have had this happen in the past, they can become very ardent against home rules or GM creativity.
After my experience I have warning bells that go off every time a new GM starts off describing her world by saying "It's all different..."
FYI I've been a GM for close to 20 years now and had several long campaigns that lasted years and years. IE, it's not that I don't understand the GM process that causes me to mistrust whole sale changes to the rules.