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<blockquote data-quote="Jhaelen" data-source="post: 5486489" data-attributes="member: 46713"><p>Before I start a campaign I'll provide the players with a short primer that includes what is and what isn't going to be allowed in the campaign. Then we discuss it and some aspects may be changed until we have something everyone agrees with or I make an entirely different suggestion (which restarts the discussions).</p><p></p><p>If stuff from a particular source is not allowed, it's off limits. There's no discussion once the campaign is under way, unless in-game events cause a major shift in the setting.</p><p></p><p>In my very-soon-finished 3e campaign no material from the Forgotten Realms is allowed, period. It's a homebrew setting loosely based on Greyhawk and I see no reason what so ever to allow FR material. One reason is that I dislike the setting and another reason is that FR material is notorious for containing unbalanced stuff.</p><p></p><p>On the other hand, I've imported some things from the Eberron setting, e.g. everything related to Action Points.</p><p></p><p>An example for a limitation that was removed later was alignments: Initially all players were members of the realm's border patrol, so chaotic alignments were not allowed.</p><p></p><p>Other setting-specific limitations included banned races (no elves or gnomes).</p><p></p><p>I don't like kitchen-sink campaigns where everything is allowed. If you want to create a certain atmosphere it's important to make a number of restrictions.</p><p></p><p>A Dark Sun campaign that includes everything from every setting under the sun will lose what makes it a Dark Sun setting.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 5486489, member: 46713"] Before I start a campaign I'll provide the players with a short primer that includes what is and what isn't going to be allowed in the campaign. Then we discuss it and some aspects may be changed until we have something everyone agrees with or I make an entirely different suggestion (which restarts the discussions). If stuff from a particular source is not allowed, it's off limits. There's no discussion once the campaign is under way, unless in-game events cause a major shift in the setting. In my very-soon-finished 3e campaign no material from the Forgotten Realms is allowed, period. It's a homebrew setting loosely based on Greyhawk and I see no reason what so ever to allow FR material. One reason is that I dislike the setting and another reason is that FR material is notorious for containing unbalanced stuff. On the other hand, I've imported some things from the Eberron setting, e.g. everything related to Action Points. An example for a limitation that was removed later was alignments: Initially all players were members of the realm's border patrol, so chaotic alignments were not allowed. Other setting-specific limitations included banned races (no elves or gnomes). I don't like kitchen-sink campaigns where everything is allowed. If you want to create a certain atmosphere it's important to make a number of restrictions. A Dark Sun campaign that includes everything from every setting under the sun will lose what makes it a Dark Sun setting. [/QUOTE]
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