Important Absences

Brimshack

First Post
I've been thinking a lot lately about what NOT to put into a game system (or what might be taken out if setting up home brew modifications) or about the way that some possibilitie negate or compromise others. I am increasingly more inclined to think that what you do not put into a game can be every bit as important as what you do put into it.

1: Teleportation. For me one big fun-killer is telepotation or any comparable ability. Once characters gain access to such things, the possibility of an epic journey is forever compromised. And if such a thing is possible in a campaign, you may find that underpowered characters focus more time and energy trying to earn the money to purchase a means of teleportation than they would put into making a journey on their own. Of course you can discourage such things in a variety of ways, but it's far better to make a decisive restriction right off the bat. I just find fantasy gaming much more interesting if teleportation ability is either absent entirely or restricted to a single character (thus leaving party location as a matter to be resolved only by some variety of conventional movement).

Given your druthers, does anyone else have options they prefer to see left out of a game?
 

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Teleportation, agreed.
Low level access to flight.
Medium level access to raising the dead.
Most absolutes, as described here and here, more or less.

There are a number of other things, but I'd have to go through my house rules again (it's been a little while since I've done D&D. . . from the DM side anyway.)
 

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