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House rule #1: "You can attempt to go anywhere."


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FireLance said:
Could be both. It will work for some groups, but not for others. That's the case for most rules, right? ;)

On further thought, it seems to render the Item Creation feats useless, which nerfs the wizard significantly.
 

Quartz said:
On further thought, it seems to render the Item Creation feats useless, which nerfs the wizard significantly.

Really? Don't play many wizards myself, but I've played with quite a few and can't think of one that used Item Creation. They seemed to get by just fine.
 

Not a house rule?

Some posters commented that my "house rule" pertaining to movement and the campaign's scope wasn't really a house rule, but just a style of gaming.

I beg to differ. By making scope and availability an official rule, you make it player-enforceable. So it may go something like this:

Players: "We go to Huelstengrad."

DM: "I don't have it ready yet."

Players: "What about Rule #1?"

DM: "Uh... oh... um... yeah... I finished 90% of the town last week. That should be enough. My bad. Which route do you take?"

The rule forces the concept "The game must go on."

I quickly learned not to mention whether or not a particular area is ready, because that ruins the facade that the players are entering a realm that already exists (in design). My players don't like the idea that their fate is subject to the whim of the referee, who is there after all to adjudicate what happens between them and the game world - not simply to make it up as they go along.

So the grand illusion is that the whole world truly does exist. And that's pretty hard to maintain if you don't let the players go where they want because the paint isn't dry yet.

transcendation
 

transcendation said:
Some posters commented that my "house rule" pertaining to movement and the campaign's scope wasn't really a house rule, but just a style of gaming.

I beg to differ. By making scope and availability an official rule, you make it player-enforceable. So it may go something like this:
But the rule does not interact with the game mechanics or the characters themselves.

Usually, I see "house rule" as a change to the written game mechanics, the rules of the game itself (as they govern the resolution of actions in-game).
Your rule is what I'd call "table rule", it doesn't change anything about the characters in-game, but something about our conduct "at the table".

I guess it's a bit of different terminology.
 

I'd park one of the floating encounters on their journey if I had nothing prepared in that direction, so they meet that instead.

Same idea I guess. they meet something in any direction.
 

Lord Tirian said:
But the rule does not interact with the game mechanics or the characters themselves.

Usually, I see "house rule" as a change to the written game mechanics, the rules of the game itself (as they govern the resolution of actions in-game).
Your rule is what I'd call "table rule", it doesn't change anything about the characters in-game, but something about our conduct "at the table".

I guess it's a bit of different terminology.

Agreed. Rules should interact with mechanics. The whole "go anywhere" thing is more of a social contract thing, just like expecting people to show up unless they have a good excuse (i.e. wasn't in the mood doesn't cut it).
 

Asmor said:
That's basically what the RPGA does. The only difference is that expendable items-- everything from wands to arrows to rations to tanglefoot bags-- cost 5 times as much, to make up for the fact that the player can freely refresh at the beginning of each adventure.

Actually the RPGA doesn't work like that for the majority of their events. I've heard that certain specific events (competitive dungeons that everyone has a chance to play for example) work that way, but by in large most do not.

For most Living Greyhawk RPGA events, the ones I'm most familiar with, you make a character with 28 point buy, spend starting gold on open access items, then after each adventure you collect a sheet recording the XP and GP gained and lost, with additional notes on people you interacted with and special access you have.

Honestly I've thought briefly about adding a similar component to my own games, with short summaries of the character's career, including favors, boons, and items they've earned.
 

rule # 1
the DM is always right
rule #2
if the dm is wrong see rule number 1
rule #3
if you still think the dm is wrong, see said door.
 

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