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How Do you Say "No" to your PCs
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<blockquote data-quote="Duvall" data-source="post: 751592" data-attributes="member: 4923"><p>With regards to various expansion books, I told my players early out that just because they buy a book doesn't mean I'll allow them to use anything out of it. I explained that I needed to worry about play balance for everyone's character. I also explained that I had a certain view of the world they played in and many things would probably not fit into that view and that was, by and large, a non-negotiable issue. I don't like having to buy another book just because a player wants to run variant class #23 and I don't like having a player use material that I don't own.</p><p></p><p>The last campaign I ran I told the players that they were allowed to use anything from the players handbook and that was it. Anything else that got into the game was because I introduced it, new spells, feats, etc. I would introduce these as options to a player when they went up levels. For instance when a Sorceror went up a level I might give him a list of alternate spells (culled from other books) that he could select from. Only he might ever see that list of alternate spells. Players ended up loving this as they didn't feel the need to keep up with the splat book "arms race" and it made their characters unique as only they had certain spells or abilities.</p><p></p><p>Yes, power gamers hate this, but I don't run that sort of campaign so its a moot point. It might seem draconian to some people, but my players enjoyed my campaign and that's the only important thing.</p></blockquote><p></p>
[QUOTE="Duvall, post: 751592, member: 4923"] With regards to various expansion books, I told my players early out that just because they buy a book doesn't mean I'll allow them to use anything out of it. I explained that I needed to worry about play balance for everyone's character. I also explained that I had a certain view of the world they played in and many things would probably not fit into that view and that was, by and large, a non-negotiable issue. I don't like having to buy another book just because a player wants to run variant class #23 and I don't like having a player use material that I don't own. The last campaign I ran I told the players that they were allowed to use anything from the players handbook and that was it. Anything else that got into the game was because I introduced it, new spells, feats, etc. I would introduce these as options to a player when they went up levels. For instance when a Sorceror went up a level I might give him a list of alternate spells (culled from other books) that he could select from. Only he might ever see that list of alternate spells. Players ended up loving this as they didn't feel the need to keep up with the splat book "arms race" and it made their characters unique as only they had certain spells or abilities. Yes, power gamers hate this, but I don't run that sort of campaign so its a moot point. It might seem draconian to some people, but my players enjoyed my campaign and that's the only important thing. [/QUOTE]
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