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General Tabletop Discussion
*Dungeons & Dragons
How do you introduce new material to your campaign?
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<blockquote data-quote="Greg K" data-source="post: 8139506" data-attributes="member: 5038"><p>It depends. Regardless of addition, when I run a campaign, races, cultures, and deities that exist in the campaign are set prior to character generation as are, generally, the available classes. As for whether to introduce new or variant rules, (e.g. new combat or skill mechanics), new racial abilities, new classes, class variants, substitute racial abilities, substitute class abilities, equipment, feats, spells, etc., I have a whole informal flowchart as to whether something is included or substituted for something else after the campaign starts and whether or not players have a decision in updating their characters to specific changes. </p><p>My initial decision points are </p><p>1. Do I like the mechanics behind the rule/item under consideration? </p><p>2. If the answer to 1 is yes and it duplicates/substitutes for something already in use, do I prefer the new approach over what is, currently, being used?; and </p><p>3. Does it fit my vision of the campaign (setting and tone) that I am running.?</p><p></p><p>If the answer to either 1 or 2 is no, the item will never be used.</p><p>If the answer to 1 and 2 are yes, but 3 is no, the item will be reconsidered for another campaign.</p><p>If the answer to 1, 2, and 3 are all yes, the item in question will almost assuredly be used mid-campaign with the remaining question being whether or not a player has a choice in updating their character to specific mechanical changes such as new classes, variant class abilities has the option to swap for a new spell rather having to acquire it later, etc.</p></blockquote><p></p>
[QUOTE="Greg K, post: 8139506, member: 5038"] It depends. Regardless of addition, when I run a campaign, races, cultures, and deities that exist in the campaign are set prior to character generation as are, generally, the available classes. As for whether to introduce new or variant rules, (e.g. new combat or skill mechanics), new racial abilities, new classes, class variants, substitute racial abilities, substitute class abilities, equipment, feats, spells, etc., I have a whole informal flowchart as to whether something is included or substituted for something else after the campaign starts and whether or not players have a decision in updating their characters to specific changes. My initial decision points are 1. Do I like the mechanics behind the rule/item under consideration? 2. If the answer to 1 is yes and it duplicates/substitutes for something already in use, do I prefer the new approach over what is, currently, being used?; and 3. Does it fit my vision of the campaign (setting and tone) that I am running.? If the answer to either 1 or 2 is no, the item will never be used. If the answer to 1 and 2 are yes, but 3 is no, the item will be reconsidered for another campaign. If the answer to 1, 2, and 3 are all yes, the item in question will almost assuredly be used mid-campaign with the remaining question being whether or not a player has a choice in updating their character to specific mechanical changes such as new classes, variant class abilities has the option to swap for a new spell rather having to acquire it later, etc. [/QUOTE]
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How do you introduce new material to your campaign?
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