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Let The Players Manage Themselves Part 3, waitaminute...
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<blockquote data-quote="Kid Charlemagne" data-source="post: 4501489" data-attributes="member: 93"><p>This is complex to explain. I'm not fond of GNS categorization, as I think my game crosses too many of those lines. My games tend to be lower magic; I like the presence of magic, but I prefer that it be a minor presence with the exception of certain legendary sorts of items. </p><p></p><p>In the 1E/2E days, I rarely ran a game over 10th level (but this was in large part due to the lack of benefits gained at higher levels and the time it took to level up at higher levels). In 3rd edition, I run my games beyond those levels, although the ubiquitous presence of magic in standard 3E begins to get to me.</p><p></p><p>I run mostly homebrewed adventures, with a fairly even balance of sandbox vs. more directed play. The PC's will tend to have the opportunity to choose from a bunch of plot hooks, and in how they will approach those hooks, but once events begin unfolding, they unfold as I think they logically would, which tends to narrow the focus a bit. Then after an adventure, the options broaden out again.</p><p></p><p>I run a pretty even mix of roleplaying and combat. I like to get a fight or two in every 6 hour session, but I've had sessions go without any combat. I like systems that can help me focus non-combat situations, but I don't like to be too constrained by them.</p><p></p><p></p><p></p><p>The goal is fun, of course. I want my players to feel like they have created, contributed and participated in a story that feels like an epic fantasy tale. I want drama, action, and excitement. My preference runs from the style of Lord of the Rings to the Pirates of the Carribbean. The phrase I like to use is that I prefer "more woohoo, less wahoo."</p><p></p><p></p><p></p><p>I will modify classes, restrict access to certain spells (mostly by just not having NPCs have those spells, thus making it difficult for PC's to get the ons I don't like), etc. I used to house rule 1E and 2E quite a bit, but I haven't done that with 3.X to this point. My next campaign (which will be 3.X as of right now) will probably go more in the house ruled direction. I will substitute alternate classes, maybe even an entire new system of magic (I've thought of using the Arcana Evolved system or doing some work on the 3.X system myself). I would consider 4E but as it stands now, I really don't care for the power system. I think I like everything else, but the power system is so ubiquitous that I don't know how to resolve the problem for me. It just breaks my suspension of disbelief too much and in too many places.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 4501489, member: 93"] This is complex to explain. I'm not fond of GNS categorization, as I think my game crosses too many of those lines. My games tend to be lower magic; I like the presence of magic, but I prefer that it be a minor presence with the exception of certain legendary sorts of items. In the 1E/2E days, I rarely ran a game over 10th level (but this was in large part due to the lack of benefits gained at higher levels and the time it took to level up at higher levels). In 3rd edition, I run my games beyond those levels, although the ubiquitous presence of magic in standard 3E begins to get to me. I run mostly homebrewed adventures, with a fairly even balance of sandbox vs. more directed play. The PC's will tend to have the opportunity to choose from a bunch of plot hooks, and in how they will approach those hooks, but once events begin unfolding, they unfold as I think they logically would, which tends to narrow the focus a bit. Then after an adventure, the options broaden out again. I run a pretty even mix of roleplaying and combat. I like to get a fight or two in every 6 hour session, but I've had sessions go without any combat. I like systems that can help me focus non-combat situations, but I don't like to be too constrained by them. The goal is fun, of course. I want my players to feel like they have created, contributed and participated in a story that feels like an epic fantasy tale. I want drama, action, and excitement. My preference runs from the style of Lord of the Rings to the Pirates of the Carribbean. The phrase I like to use is that I prefer "more woohoo, less wahoo." I will modify classes, restrict access to certain spells (mostly by just not having NPCs have those spells, thus making it difficult for PC's to get the ons I don't like), etc. I used to house rule 1E and 2E quite a bit, but I haven't done that with 3.X to this point. My next campaign (which will be 3.X as of right now) will probably go more in the house ruled direction. I will substitute alternate classes, maybe even an entire new system of magic (I've thought of using the Arcana Evolved system or doing some work on the 3.X system myself). I would consider 4E but as it stands now, I really don't care for the power system. I think I like everything else, but the power system is so ubiquitous that I don't know how to resolve the problem for me. It just breaks my suspension of disbelief too much and in too many places. [/QUOTE]
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