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Limiting the scope of your campaign
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<blockquote data-quote="Jonny Nexus" data-source="post: 1938323" data-attributes="member: 14664"><p>In a word, yes! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think that the rules should be used in conjunction with the storytelling. If you have rules on your own, then it can be pretty daft - like (as you mention later on) a fighter killing a bear in a cave and suddenly learning how to cast spells. (I've got nothing against multi-classing, but I think that if a fighter wants to multi-class into being a wizard, the GM should give them a scenario where they track down a wizard and become his apprentice, after which they'll gain the spells).</p><p></p><p></p><p></p><p></p><p>I think that's a good idea.</p><p></p><p>My personal feeling is that the rules are like a toolbox that offer every conceivable element a GM might want in a gameworld - but that when a GM is creating a game setting they should select only those rules that they need for their particular setting.</p><p></p><p></p><p></p><p></p><p>Yeah that sounds good. Necromantic spells might be either forbidden knowledge that the top wizards of a magic order know, but that they keep secret from the lower ranks, or else secret knowledge known only to particular death cults (who were prepared to do the immoral research needed to discover them).</p><p></p><p></p><p></p><p></p><p>That sounds pretty good. I've never like the world and his dog approach to religion since it can often end up with religion having no real impact on the game world or on the lives of its inhabitants (because there are loads of gods and everyone follows a different one). If you have only a few gods, especially with one of them being "official", then there are many more storytelling opportunities (wars, conversions, oppression and so on).</p><p></p><p></p><p></p><p></p><p>With you there (as mentioned above).</p><p></p><p></p><p></p><p></p><p>Well I don't do a D&D campaign, but with my own campaign - a superhero game set in my own game world - I've laid down quite a lot of restrictions about what does and does not fit into my game world.</p><p></p><p>Good post! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jonny Nexus, post: 1938323, member: 14664"] In a word, yes! :) I think that the rules should be used in conjunction with the storytelling. If you have rules on your own, then it can be pretty daft - like (as you mention later on) a fighter killing a bear in a cave and suddenly learning how to cast spells. (I've got nothing against multi-classing, but I think that if a fighter wants to multi-class into being a wizard, the GM should give them a scenario where they track down a wizard and become his apprentice, after which they'll gain the spells). I think that's a good idea. My personal feeling is that the rules are like a toolbox that offer every conceivable element a GM might want in a gameworld - but that when a GM is creating a game setting they should select only those rules that they need for their particular setting. Yeah that sounds good. Necromantic spells might be either forbidden knowledge that the top wizards of a magic order know, but that they keep secret from the lower ranks, or else secret knowledge known only to particular death cults (who were prepared to do the immoral research needed to discover them). That sounds pretty good. I've never like the world and his dog approach to religion since it can often end up with religion having no real impact on the game world or on the lives of its inhabitants (because there are loads of gods and everyone follows a different one). If you have only a few gods, especially with one of them being "official", then there are many more storytelling opportunities (wars, conversions, oppression and so on). With you there (as mentioned above). Well I don't do a D&D campaign, but with my own campaign - a superhero game set in my own game world - I've laid down quite a lot of restrictions about what does and does not fit into my game world. Good post! :) [/QUOTE]
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