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Community
General Tabletop Discussion
*TTRPGs General
GMs altering established campaign setting elements to suit players?
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<blockquote data-quote="scourger" data-source="post: 2050645" data-attributes="member: 12328"><p>That facet of Slaine is why I got rid of the game. I don't want to play the kind of game that encourages human sacrifice to empower magic abilities through the rules mechanics. I have no compunction about taking that or any other element out of a game--or refusing to support it. </p><p></p><p>Similarly, a friend refused to run Deadlands after buying a lot of material from the creator at a convention once he realized that all the magic comes from making deals with demons. I had previously played the game without any magic, but I can sure understand his reluctance to run it as written. </p><p></p><p>Changes that favor one individual or a class of players or characters are unsatisfactory, however. Another friend's camapign essentially ended for me once I learned that it hinged on one other player. The player's absence nearly derailed the campaign, and I just had the increasing feeling that things were different for older characters (player and non-player) than for newer characters. The worst was when 2 PCs died: my newer PC and another older PC. Conveniently, the older NPC buddy of the old PC was there to announce that they could undertake the difficult process of resurrection which was otherwise unheard of in the campaign world. Notwithstanding the fact that my character was a cleric with actual ties and significant tithing to a powerful church, he was in the ground never to come back. I felt it had more to do with me and the way I played the PC. It reeked of BS. I'm kind of glad it ended with all the old players essentially quitting (although it was sad since all of them were childhood friends of the DM). They quit because the DM wanted magic to work "like it always did" in 1e AD&D even though we were playing 3.5 D&D by mutual agreement. The result was that a bunch of magic stuff got destroyed by some "old school" saving throw failures, and 3 "old school" players essentially quit out of disgust. These are examples of bad changes, in my opinion.</p><p></p><p>The bottom line, I think, is that players want a level playing field. If we all agree to play a certain game using a certain rules set, that set of rules should be followed for that game. A DM can define the rules ahead of time but is ultimately dependent on the players' initial and continued assent to play.</p></blockquote><p></p>
[QUOTE="scourger, post: 2050645, member: 12328"] That facet of Slaine is why I got rid of the game. I don't want to play the kind of game that encourages human sacrifice to empower magic abilities through the rules mechanics. I have no compunction about taking that or any other element out of a game--or refusing to support it. Similarly, a friend refused to run Deadlands after buying a lot of material from the creator at a convention once he realized that all the magic comes from making deals with demons. I had previously played the game without any magic, but I can sure understand his reluctance to run it as written. Changes that favor one individual or a class of players or characters are unsatisfactory, however. Another friend's camapign essentially ended for me once I learned that it hinged on one other player. The player's absence nearly derailed the campaign, and I just had the increasing feeling that things were different for older characters (player and non-player) than for newer characters. The worst was when 2 PCs died: my newer PC and another older PC. Conveniently, the older NPC buddy of the old PC was there to announce that they could undertake the difficult process of resurrection which was otherwise unheard of in the campaign world. Notwithstanding the fact that my character was a cleric with actual ties and significant tithing to a powerful church, he was in the ground never to come back. I felt it had more to do with me and the way I played the PC. It reeked of BS. I'm kind of glad it ended with all the old players essentially quitting (although it was sad since all of them were childhood friends of the DM). They quit because the DM wanted magic to work "like it always did" in 1e AD&D even though we were playing 3.5 D&D by mutual agreement. The result was that a bunch of magic stuff got destroyed by some "old school" saving throw failures, and 3 "old school" players essentially quit out of disgust. These are examples of bad changes, in my opinion. The bottom line, I think, is that players want a level playing field. If we all agree to play a certain game using a certain rules set, that set of rules should be followed for that game. A DM can define the rules ahead of time but is ultimately dependent on the players' initial and continued assent to play. [/QUOTE]
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