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Limiting the scope of your campaign
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<blockquote data-quote="Varianor Abroad" data-source="post: 1938389" data-attributes="member: 12425"><p>The concept is a very good one from the DM's perspective because it doesn't require you to constantly check new books for material. Focus can be a very good thing. With the right style of campaign, it works very well. I'm not sure it saves time in some respects because it just shifts it from reviewing the latest WotC splatbook to writing up more background. But it sounds like it's more enjoyable for you, which is good.</p><p></p><p>Where it runs counter to player motivation is "gaming fashion." Getting a feat out of a book for a character is "gaming fashion." Players like to customize their character and be unique. (I've known some that wanted to be really unique.) I've been thinking for a while that paring down a game world and creating my own handbook like you've done would be excellent. What I think I would also do however is to encourage PCs to come to me when they want something special for their character and design it together.</p><p></p><p>The advantage of the approach you're describing is intrinsic story development vs. extrinsic. In other words you're focusing your players down and encouraging them to grow based on what you've provided instead of materials written by someone else. Glad to hear your group responded. </p><p></p><p>Who were the worst holdouts and why? Who took to it the best?</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 1938389, member: 12425"] The concept is a very good one from the DM's perspective because it doesn't require you to constantly check new books for material. Focus can be a very good thing. With the right style of campaign, it works very well. I'm not sure it saves time in some respects because it just shifts it from reviewing the latest WotC splatbook to writing up more background. But it sounds like it's more enjoyable for you, which is good. Where it runs counter to player motivation is "gaming fashion." Getting a feat out of a book for a character is "gaming fashion." Players like to customize their character and be unique. (I've known some that wanted to be really unique.) I've been thinking for a while that paring down a game world and creating my own handbook like you've done would be excellent. What I think I would also do however is to encourage PCs to come to me when they want something special for their character and design it together. The advantage of the approach you're describing is intrinsic story development vs. extrinsic. In other words you're focusing your players down and encouraging them to grow based on what you've provided instead of materials written by someone else. Glad to hear your group responded. Who were the worst holdouts and why? Who took to it the best? [/QUOTE]
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