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*TTRPGs General
How much controll do you give your players?
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<blockquote data-quote="Abraxas" data-source="post: 4801599" data-attributes="member: 1266"><p>As much as they want.</p><p> </p><p></p><p></p><p>I inherited these players from the previous DM when he switched to 4E and none of them went along. No campaign with the previous DM had ever gotten higher than 14th level (and usually ended in a TPK much earlier). I haven't put any restriction on any source book the players may use so they can just go wild. I know the books better than they do and can still give them a run for their money. The players are having fun and so am I. It neat seeing 9th level spells being thrown around and its letting me stress test things to see what I want to limit in the next campaign to speed things up and tone down the gonzo factor.</p><p> </p><p></p><p></p><p>When I inherited the game the PCs had something like 70K gp each that they hadn't been able to do anything with. I handed them the MIC, told them they could buy anything of a certain gp value or less and let them pick what they want. As the game has progressed, as long as they have down time and the cash I continue to allow them to buy and sell as they choose. They have an NPC fence who takes care of the transactions. If they are time strapped it may require gather information, knowledge history, knowledge local and/or diplomacy checks to find items. Or they continue adventuring and the fence takes care of the buying and selling.</p><p></p><p>In addition, I maintain wish lists and drop in items from those lists as I see fit.</p><p> </p><p></p><p></p><p></p><p>I am finishing up the Age of Worms adventure Path, so its a bit linear. However, I take notes of things the players say while gaming and when its a nifty idea or twist I work it into the game. Gives the appearance of more options than may actually exist.</p></blockquote><p></p>
[QUOTE="Abraxas, post: 4801599, member: 1266"] As much as they want. I inherited these players from the previous DM when he switched to 4E and none of them went along. No campaign with the previous DM had ever gotten higher than 14th level (and usually ended in a TPK much earlier). I haven't put any restriction on any source book the players may use so they can just go wild. I know the books better than they do and can still give them a run for their money. The players are having fun and so am I. It neat seeing 9th level spells being thrown around and its letting me stress test things to see what I want to limit in the next campaign to speed things up and tone down the gonzo factor. When I inherited the game the PCs had something like 70K gp each that they hadn't been able to do anything with. I handed them the MIC, told them they could buy anything of a certain gp value or less and let them pick what they want. As the game has progressed, as long as they have down time and the cash I continue to allow them to buy and sell as they choose. They have an NPC fence who takes care of the transactions. If they are time strapped it may require gather information, knowledge history, knowledge local and/or diplomacy checks to find items. Or they continue adventuring and the fence takes care of the buying and selling. In addition, I maintain wish lists and drop in items from those lists as I see fit. I am finishing up the Age of Worms adventure Path, so its a bit linear. However, I take notes of things the players say while gaming and when its a nifty idea or twist I work it into the game. Gives the appearance of more options than may actually exist. [/QUOTE]
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