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<blockquote data-quote="Ilbranteloth" data-source="post: 7266874" data-attributes="member: 6778044"><p>To me those are two different things. Yes, some of our rules are restrictive, but that’s because they are helping to define the world.</p><p></p><p>The rules are the framework. But the players write their story. My job as the DM is to provide an interesting setting with various plot threads, events, schemes, rumors, and places to explore and engage as they wish. If they decide somebody’s criminal activities need further investigation, then off they go. I certainly have no idea what will happen, although I do have a sense of where some of these threads end up if they don’t intervene.</p><p></p><p>But my job is not to provide the story overall. That’s primarily the players job. </p><p></p><p>That extends to rules too. I happen to be the guy that loves tweaking the rules, have 35+ years of experience doing it, know the history of the game and the world, so I’m usually the one tweaking the rules. Or at least designing the tweaks my players request. But if there’s something they don’t like, then we address it. Maybe they just don’t understand the why.</p><p></p><p>One asked if they’ll gain an ability when they get to higher level to step between shadows. The answer was no, because I think the ability for a significant portion of the population to be able to teleport 30’ at will changes the world too much. But, he might find a magic item that allows it. Perhaps it’s something that a secret society has learned and he can join that group with very limited ranks. </p><p></p><p>Restrictions aren’t always bad, nor do they always mean no. For world-changing abilities, like being able to sprout dragon wings, that character may be the exception-the one person in the world that has developed a means to do it. Not just because he reached a certain level.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7266874, member: 6778044"] To me those are two different things. Yes, some of our rules are restrictive, but that’s because they are helping to define the world. The rules are the framework. But the players write their story. My job as the DM is to provide an interesting setting with various plot threads, events, schemes, rumors, and places to explore and engage as they wish. If they decide somebody’s criminal activities need further investigation, then off they go. I certainly have no idea what will happen, although I do have a sense of where some of these threads end up if they don’t intervene. But my job is not to provide the story overall. That’s primarily the players job. That extends to rules too. I happen to be the guy that loves tweaking the rules, have 35+ years of experience doing it, know the history of the game and the world, so I’m usually the one tweaking the rules. Or at least designing the tweaks my players request. But if there’s something they don’t like, then we address it. Maybe they just don’t understand the why. One asked if they’ll gain an ability when they get to higher level to step between shadows. The answer was no, because I think the ability for a significant portion of the population to be able to teleport 30’ at will changes the world too much. But, he might find a magic item that allows it. Perhaps it’s something that a secret society has learned and he can join that group with very limited ranks. Restrictions aren’t always bad, nor do they always mean no. For world-changing abilities, like being able to sprout dragon wings, that character may be the exception-the one person in the world that has developed a means to do it. Not just because he reached a certain level. [/QUOTE]
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