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<blockquote data-quote="overgeeked" data-source="post: 8854011" data-attributes="member: 86653"><p>Oh, man. So many. Where to begin...</p><p></p><p>I cannot stand power gaming. I ban multiclassing and several feats just to be rid of the worst power gaming builds. 5E is already easy mode, if the player is so desperate to win then they shouldn't be playing a game with dice and random chance.</p><p></p><p>I cannot stand metagaming and think it's cheating. It goes against the spirit of the game and ties into players so desperate to win they have to cheat to do so. Again, play a different game if the thought of not winning all the time is abhorrent to you. </p><p></p><p>I homebrew all my monsters because of the above two. Players can't build toward beating a given monster if they don't know what its stats are and they can't look it up in a book if it's not written down anywhere they can access. It was a lot of work at first but it's easier and easier as time goes on, I have more experience doing it, and I've found or built tools to make it a snap.</p><p></p><p>It bugs me how attached players are to their characters and if I never read an epic backstory of a 1st-level character with zero XP ever again it will be too soon. I get the level of work involved in making a character now. I get that the rules are stacked so utterly and thoroughly in favor of characters not dying it's laughable, but without risk of loss, without risk of the ultimate loss, there's no possibility for challenge, to say nothing of those awesome story moments so many claim to want. There's no story without conflict*. There's no conflict without the risk of failure. You want a story? Then you have to lose sometimes. Things have to be hard.</p><p></p><p>I couldn't care less about "story" in games. Whatever story happens as a result of the referee's prep, the players' decisions, and the roll of the dice is the story we end up with. Pure emergent storytelling. I tried to run a set story once when I was new. Within the first five minutes of the first game session the players when left instead of right and I had to improv the entire rest of the four-hour session. Never bothering with running set stories or modules again. Too much work to prep and then try to force the players back onto the rails. I'd rather spend that same energy building sandboxes.</p><p></p><p>* Yes, I'm aware of Kishōtenketsu.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8854011, member: 86653"] Oh, man. So many. Where to begin... I cannot stand power gaming. I ban multiclassing and several feats just to be rid of the worst power gaming builds. 5E is already easy mode, if the player is so desperate to win then they shouldn't be playing a game with dice and random chance. I cannot stand metagaming and think it's cheating. It goes against the spirit of the game and ties into players so desperate to win they have to cheat to do so. Again, play a different game if the thought of not winning all the time is abhorrent to you. I homebrew all my monsters because of the above two. Players can't build toward beating a given monster if they don't know what its stats are and they can't look it up in a book if it's not written down anywhere they can access. It was a lot of work at first but it's easier and easier as time goes on, I have more experience doing it, and I've found or built tools to make it a snap. It bugs me how attached players are to their characters and if I never read an epic backstory of a 1st-level character with zero XP ever again it will be too soon. I get the level of work involved in making a character now. I get that the rules are stacked so utterly and thoroughly in favor of characters not dying it's laughable, but without risk of loss, without risk of the ultimate loss, there's no possibility for challenge, to say nothing of those awesome story moments so many claim to want. There's no story without conflict*. There's no conflict without the risk of failure. You want a story? Then you have to lose sometimes. Things have to be hard. I couldn't care less about "story" in games. Whatever story happens as a result of the referee's prep, the players' decisions, and the roll of the dice is the story we end up with. Pure emergent storytelling. I tried to run a set story once when I was new. Within the first five minutes of the first game session the players when left instead of right and I had to improv the entire rest of the four-hour session. Never bothering with running set stories or modules again. Too much work to prep and then try to force the players back onto the rails. I'd rather spend that same energy building sandboxes. * Yes, I'm aware of Kishōtenketsu. [/QUOTE]
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