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GM Authority (Edited For Clarity, Post #148)
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<blockquote data-quote="Imaro" data-source="post: 8147968" data-attributes="member: 48965"><p>No need to look on DM's Guild for me...</p><p></p><p>Advice for creating factions and organizations, tying backgrounds to them to connect to characters along with rules for perks for rank, downtime activities, gaining renown and renown benefits, (including rules for renown affecting social interactions with organization members) are already detailed in the DMG. Tasha's further expounds on this by fleshing out group patrons and tying them to organizations. Talislantsa 5e (a setting for D&D 5e) has mechanical rules for creating & stating tribes that the PC's belong too which can easily be reskinned as "Houses" and it contains rules to cover how PC actions can affect their organization's Mass actions and Mass combats. Can you tell me what other rules you would need to run a GoT-esque D&D campaign. Honestly one of the biggest advantages to running D&D is the multitide of options both published and homebrewed lone has access too in order to shape their campaign. IME it's much easier than learning a new rules set and then having to teach said rules set to players.</p></blockquote><p></p>
[QUOTE="Imaro, post: 8147968, member: 48965"] No need to look on DM's Guild for me... Advice for creating factions and organizations, tying backgrounds to them to connect to characters along with rules for perks for rank, downtime activities, gaining renown and renown benefits, (including rules for renown affecting social interactions with organization members) are already detailed in the DMG. Tasha's further expounds on this by fleshing out group patrons and tying them to organizations. Talislantsa 5e (a setting for D&D 5e) has mechanical rules for creating & stating tribes that the PC's belong too which can easily be reskinned as "Houses" and it contains rules to cover how PC actions can affect their organization's Mass actions and Mass combats. Can you tell me what other rules you would need to run a GoT-esque D&D campaign. Honestly one of the biggest advantages to running D&D is the multitide of options both published and homebrewed lone has access too in order to shape their campaign. IME it's much easier than learning a new rules set and then having to teach said rules set to players. [/QUOTE]
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