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General Tabletop Discussion
*TTRPGs General
Legends and Lore - The Temperature of the Rules
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<blockquote data-quote="KidSnide" data-source="post: 5744359" data-attributes="member: 54710"><p>I think the right approach is to say "the temperature is set to 70 degrees, but here's how you can change it and here's what it will feel like if you do."</p><p></p><p>There are a lot of nobs and dials that a GM can adjust for a campaign, and as several folks have noted, it's hard enough for a newbie GM to start a campaign without having to make two dozen decisions he or she doesn't understand. That is why well chosen defaults are important to a campaign.</p><p></p><p>Other folks have said that experienced GMs know to ignore the rules and don't need guidance. That's wrong for two reasons.</p><p></p><p>First, 90+% of truly experienced GMs are only amateur game designers. Well considered and playtested optional rules are a boon for experienced GMs who can focus on adventures, monsters and magic items and don't have to spend time thinking about mucking with the larger balance issues.</p><p></p><p>Second, most GMs are someplace between total newbies and truly experienced. Many GMs want to change things up after their first couple of campaigns, and well-designed optional rules are a great way to have a second or third campaign that is cool and distinct from the default configuration. These developing GMs on their second or third or forth campaign need guidance on how to best implement their particular vision in a way that's fun for their players.</p><p></p><p>I tend to think that a Game Builder's Guide is one of the missing pieces of D&D. Such a guide could provide many of the optional "campaign setting" rules, along with world-building advice and a few pre-packaged sub-genres (such as "pirates" and "Greek heroes").</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5744359, member: 54710"] I think the right approach is to say "the temperature is set to 70 degrees, but here's how you can change it and here's what it will feel like if you do." There are a lot of nobs and dials that a GM can adjust for a campaign, and as several folks have noted, it's hard enough for a newbie GM to start a campaign without having to make two dozen decisions he or she doesn't understand. That is why well chosen defaults are important to a campaign. Other folks have said that experienced GMs know to ignore the rules and don't need guidance. That's wrong for two reasons. First, 90+% of truly experienced GMs are only amateur game designers. Well considered and playtested optional rules are a boon for experienced GMs who can focus on adventures, monsters and magic items and don't have to spend time thinking about mucking with the larger balance issues. Second, most GMs are someplace between total newbies and truly experienced. Many GMs want to change things up after their first couple of campaigns, and well-designed optional rules are a great way to have a second or third campaign that is cool and distinct from the default configuration. These developing GMs on their second or third or forth campaign need guidance on how to best implement their particular vision in a way that's fun for their players. I tend to think that a Game Builder's Guide is one of the missing pieces of D&D. Such a guide could provide many of the optional "campaign setting" rules, along with world-building advice and a few pre-packaged sub-genres (such as "pirates" and "Greek heroes"). -KS [/QUOTE]
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