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"Lazy" GMs and "overworked" players
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<blockquote data-quote="dren" data-source="post: 386662" data-attributes="member: 5176"><p>I'm the DM and I buy the books that most interest me, which is almost exclusively monster books. I don't use the splatbooks for NPCs, I have no desire to use Epic rules, have no use for other Cosmologies so no Planar Manual, and use my own gods so no Dieities either. While I have FRCS & OA, I use a homebrew rules so these are of limited use to me. </p><p></p><p>If players want a spell, feat, PrC that is not in the Core Rulebooks - I want a copy and I rule way in advance if they can use it. Except for the married couple, each player has at least a copy of the PH, most have various splatbooks in official WoTC or other publishers. They can also print things from the net or make up their own stuff. I am exceedingly generous and have never turned down a request yet. </p><p></p><p>I give players absolute freedom. Their choices overwhelm them, and they are free to change their minds in the middle of an adventure at virtually any point. Some players constantly want to change missions, others want to fix one thing then move on. The middle of the road players usually have the sway. But I have around 20 -30 pre generated dungeons, plus a few doven free ones found on the net...I am ready to change pace/focus any time they want to.</p><p></p><p>I know 3e very well, but some rules are simply my own version, or a previous rules version of the spell. Players know which version I use, and I tell them when there is a variation in the official rules. If there is going to be a chance for failure I let them know. If they want to change their mind and go back to the begining of their action, I allow it. They may disagree with something, and I give them a chance to speak their mind, and I will change it 10-20% of the time. I also allow players when they roll for a skill to check through their skill list to see if they have impromptu synergy skill bonuses to apply to any of the rules/rolling....they scrounge for any potential bonus they get. </p><p></p><p>Adventures are hard but fair. Wandering monsters are killer however, in the same geographical areas I use the same WM check table regardless of party level. But in the current group I have, nobody has even winced at death. The monsters killed them or their bad rolling or bad choices did them in, not me. I'm the refereee. I'm there to have fun just as much as them...and I don't care about the PCs one whiff, I care about the players, because they are my friends. </p><p></p><p>I work hard at my games, and my players appreciate it. I tell them when they did good, and I also suggest things, after the fact, when they made a bad choice. (No move is ever a dumb move, remember that, and never criticize!!! This goes to both players and DMs!) Each time one of the players play a game with someone else, they come back and tell me how much they missed my Dming....it feels great. And I have a lot of fun. </p><p></p><p>dren<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="dren, post: 386662, member: 5176"] I'm the DM and I buy the books that most interest me, which is almost exclusively monster books. I don't use the splatbooks for NPCs, I have no desire to use Epic rules, have no use for other Cosmologies so no Planar Manual, and use my own gods so no Dieities either. While I have FRCS & OA, I use a homebrew rules so these are of limited use to me. If players want a spell, feat, PrC that is not in the Core Rulebooks - I want a copy and I rule way in advance if they can use it. Except for the married couple, each player has at least a copy of the PH, most have various splatbooks in official WoTC or other publishers. They can also print things from the net or make up their own stuff. I am exceedingly generous and have never turned down a request yet. I give players absolute freedom. Their choices overwhelm them, and they are free to change their minds in the middle of an adventure at virtually any point. Some players constantly want to change missions, others want to fix one thing then move on. The middle of the road players usually have the sway. But I have around 20 -30 pre generated dungeons, plus a few doven free ones found on the net...I am ready to change pace/focus any time they want to. I know 3e very well, but some rules are simply my own version, or a previous rules version of the spell. Players know which version I use, and I tell them when there is a variation in the official rules. If there is going to be a chance for failure I let them know. If they want to change their mind and go back to the begining of their action, I allow it. They may disagree with something, and I give them a chance to speak their mind, and I will change it 10-20% of the time. I also allow players when they roll for a skill to check through their skill list to see if they have impromptu synergy skill bonuses to apply to any of the rules/rolling....they scrounge for any potential bonus they get. Adventures are hard but fair. Wandering monsters are killer however, in the same geographical areas I use the same WM check table regardless of party level. But in the current group I have, nobody has even winced at death. The monsters killed them or their bad rolling or bad choices did them in, not me. I'm the refereee. I'm there to have fun just as much as them...and I don't care about the PCs one whiff, I care about the players, because they are my friends. I work hard at my games, and my players appreciate it. I tell them when they did good, and I also suggest things, after the fact, when they made a bad choice. (No move is ever a dumb move, remember that, and never criticize!!! This goes to both players and DMs!) Each time one of the players play a game with someone else, they come back and tell me how much they missed my Dming....it feels great. And I have a lot of fun. dren;) [/QUOTE]
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