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Just Like Cookies: It's Better when Homemade is the Norm Rather than the Exception
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<blockquote data-quote="amnuxoll" data-source="post: 5483492" data-attributes="member: 13028"><p>I started to respond to this post in the <a href="http://www.enworld.org/forum/general-rpg-discussion/302275-why-dms-dont-like-magic-marts.html" target="_blank">Magic Marts thread</a> but I think this idea deserves its own topic.</p><p></p><p></p><p></p><p>ProfCirno has nailed it here. The best campaigns I've played have had few, if any, magic items drawn from the core game. They were rare and most came from the DM's imagination.</p><p></p><p>But I think this idea is bigger than just magic items. I long ago concluded that things like feats, powers and spells create, to a lesser degree, the same problem! Furthermore, I've consistently observed that when player and DM cooperate to design custom crunch to fit a character concept and/or setting great things often develop.</p><p></p><p>I contend that the modular part of the core rules of a tabletop RPG game are best used as a set of examples and a barometer of appropriate power level when you are creating your own. Sure, use published crunch if it makes sense but I consistently encourage (not just allow) players to invent as often as I can and I expect the same from my DMs when I'm a player.</p><p></p><p>I think my roleplaying experience is much richer for it.</p></blockquote><p></p>
[QUOTE="amnuxoll, post: 5483492, member: 13028"] I started to respond to this post in the [url="http://www.enworld.org/forum/general-rpg-discussion/302275-why-dms-dont-like-magic-marts.html"]Magic Marts thread[/url] but I think this idea deserves its own topic. ProfCirno has nailed it here. The best campaigns I've played have had few, if any, magic items drawn from the core game. They were rare and most came from the DM's imagination. But I think this idea is bigger than just magic items. I long ago concluded that things like feats, powers and spells create, to a lesser degree, the same problem! Furthermore, I've consistently observed that when player and DM cooperate to design custom crunch to fit a character concept and/or setting great things often develop. I contend that the modular part of the core rules of a tabletop RPG game are best used as a set of examples and a barometer of appropriate power level when you are creating your own. Sure, use published crunch if it makes sense but I consistently encourage (not just allow) players to invent as often as I can and I expect the same from my DMs when I'm a player. I think my roleplaying experience is much richer for it. [/QUOTE]
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