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<blockquote data-quote="Alan Shutko" data-source="post: 5733823" data-attributes="member: 23694"><p>I've always figured this kind of stuff out and set the ground rules when the campaign starts. In some campaigns, hey the rule book is open, take whatever mechanics you want. In other campaigns, base classes are wide open but PrCs need you to actually meet an organization. In that kind of campaign, I would not expect the organization to be magically available when you're ready to level, but the PC would need to work toward contacting that organization. It would probably be a plot hook for a side adventure.</p><p></p><p>In others, you need to set the stage for anything. And setting the stage is a shared job for the DM and the player. For example, say I'm playing a fighter who wants to multi class for a level of cleric. I can set the stage by mentioning I'm taking some introductory religious schooling from the party cleric (which works if you're worshipping the same god or at least pantheon). If we go into a town, I can look for the right church and ask for some tutoring in exchange for doing some chores around the grounds. If I know I'll be going into the wilderness, I can get some religious tomes I'll be reading at night and maybe some names of hermits to look up if I'm in the area.</p><p></p><p>From the DM's side, I would work with the player to make sure the preparations would actually work. If the player knew about a few hermits he could look up, one of those hermits would be convenient at a point in the adventure. I might add a small chapel or the opportunity for a religious experience.</p><p></p><p>The reason I determine and set expectations up front is because it has an effect on the feel of the campaign. When I run a wizard academy campaign, there's definitely going to be more formalized training than in a race against time save the world campaign.</p></blockquote><p></p>
[QUOTE="Alan Shutko, post: 5733823, member: 23694"] I've always figured this kind of stuff out and set the ground rules when the campaign starts. In some campaigns, hey the rule book is open, take whatever mechanics you want. In other campaigns, base classes are wide open but PrCs need you to actually meet an organization. In that kind of campaign, I would not expect the organization to be magically available when you're ready to level, but the PC would need to work toward contacting that organization. It would probably be a plot hook for a side adventure. In others, you need to set the stage for anything. And setting the stage is a shared job for the DM and the player. For example, say I'm playing a fighter who wants to multi class for a level of cleric. I can set the stage by mentioning I'm taking some introductory religious schooling from the party cleric (which works if you're worshipping the same god or at least pantheon). If we go into a town, I can look for the right church and ask for some tutoring in exchange for doing some chores around the grounds. If I know I'll be going into the wilderness, I can get some religious tomes I'll be reading at night and maybe some names of hermits to look up if I'm in the area. From the DM's side, I would work with the player to make sure the preparations would actually work. If the player knew about a few hermits he could look up, one of those hermits would be convenient at a point in the adventure. I might add a small chapel or the opportunity for a religious experience. The reason I determine and set expectations up front is because it has an effect on the feel of the campaign. When I run a wizard academy campaign, there's definitely going to be more formalized training than in a race against time save the world campaign. [/QUOTE]
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