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<blockquote data-quote="Belen" data-source="post: 1355708" data-attributes="member: 1405"><p>Well, I wanted to see what you all thought about this situation. Recently, I have been created some world specific flavored rules for my newest campaign world. The rules are designed to enhance some attributes of the world itself.</p><p></p><p>I ran a few of them by my players and instead of "cool" idea, I got some fairly negative responses. The gist of the response is that there were already rules for that or why should it more difficult to do such and such.</p><p></p><p>Of course, they want to use the generic rules provided by WOTC. Maybe this is part of what bugs me about the girth of player options in 3e. They are always quick to embrace supplements that grant them more power or cool abilities and have a lot of arguments for why x feat from a splat book should be used, but seem to always fight against things that add to the flavor of the game.</p><p></p><p>In general, 3e have little real consequences. Almost everything is quickly cured or healed. The players can do almost anything and the consequences are quickly solved. It's like a video game. Poisioned for 6 seconds, then fine etc.</p><p></p><p>What's the big deal with adding consequences for excessive use of negative energy? If in your world, negative energy connects to the source of all evil, then why not have a game penalty for using it all the time.....</p><p></p><p>Personally, I think that creating challenges, consequences of conditions that cannot be overcome with simple spell is fun.</p><p></p><p>Am I wrong? And why do the "rules" support players rather than GMs?</p><p></p><p>(edit: clarifying point)</p><p></p><p><em>My point: The rules, as written, provide little flavor and the generic nature of them cater to the players whims rather than being inclusive to the GM.</em></p><p><em></em></p><p><em>I do not advocate changing all spells and abilities in order to hobble players. </em></p><p><em></em></p><p><em>I do advocate the need to write new rules to create challenges for players that are more unique than the next monster of the week. An adventure that has players overcoming PERSONAL dilemma's will mean far more than defeating the next dragon.</em></p><p><em></em></p><p><em>Not that I am saying that no point exists in fighting monsters and those fights can be made meaningful with appropriate story points added.</em></p><p><em></em></p><p><em>However, the game should be about more than combat, and writing rules that can lead to personal obstacles and challenged will be far more rewarding than 4 combats per session every week.</em></p></blockquote><p></p>
[QUOTE="Belen, post: 1355708, member: 1405"] Well, I wanted to see what you all thought about this situation. Recently, I have been created some world specific flavored rules for my newest campaign world. The rules are designed to enhance some attributes of the world itself. I ran a few of them by my players and instead of "cool" idea, I got some fairly negative responses. The gist of the response is that there were already rules for that or why should it more difficult to do such and such. Of course, they want to use the generic rules provided by WOTC. Maybe this is part of what bugs me about the girth of player options in 3e. They are always quick to embrace supplements that grant them more power or cool abilities and have a lot of arguments for why x feat from a splat book should be used, but seem to always fight against things that add to the flavor of the game. In general, 3e have little real consequences. Almost everything is quickly cured or healed. The players can do almost anything and the consequences are quickly solved. It's like a video game. Poisioned for 6 seconds, then fine etc. What's the big deal with adding consequences for excessive use of negative energy? If in your world, negative energy connects to the source of all evil, then why not have a game penalty for using it all the time..... Personally, I think that creating challenges, consequences of conditions that cannot be overcome with simple spell is fun. Am I wrong? And why do the "rules" support players rather than GMs? (edit: clarifying point) [I]My point: The rules, as written, provide little flavor and the generic nature of them cater to the players whims rather than being inclusive to the GM. I do not advocate changing all spells and abilities in order to hobble players. I do advocate the need to write new rules to create challenges for players that are more unique than the next monster of the week. An adventure that has players overcoming PERSONAL dilemma's will mean far more than defeating the next dragon. Not that I am saying that no point exists in fighting monsters and those fights can be made meaningful with appropriate story points added. However, the game should be about more than combat, and writing rules that can lead to personal obstacles and challenged will be far more rewarding than 4 combats per session every week.[/I] [/QUOTE]
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