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General Tabletop Discussion
*TTRPGs General
Limiting the scope of your campaign
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<blockquote data-quote="Old One" data-source="post: 1940053" data-attributes="member: 83"><p><strong>Yep...</strong></p><p></p><p></p><p></p><p>My approach is very similar. In my most recent campaign, I allowed only core PHB classes, the monk and the paladin were pseudo-PrCs, stirrups didn't exist and most high medieval arms and armor where unknown (greatsword, plate armors, heavy lance, etc). Players were free to request additions/changes, but understood that I wouldn't approve things that didn't fit within the flavor of the campaign. My requirements were: Bring me the source and make a case for it (beyond "I think it is neato").</p><p></p><p>I didn't have many requests, but actually approved about 75% of the ones I did get, including revising the Sorcerer's PC to the Monte Cook version from Eldritch Might I.</p><p></p><p>I think limitations on a campaign are perfectly fine. In the 23 years I have been involved with D&D, I have never felt that campaign limitations limited my enjoyment of the game (as either a player or GM), provided:</p><p></p><p>(1) They are understood ahead of time by both the players and GM. As long as there is agreement and buy-in by all parties from the outset, there shouldn't be an issue. If a player isn't comfortable with restrictions on a campaign, that's fine...different strokes for different folks - they probably should find a different game to play in. As a GM, however, I feel no compunction to approve that latest twinked out half-dragon shadowdancer/assassin/archmage PrC because a player thinks its "kewl" and that his/her enjoyment and/or PC development will be stunted if they can't have access to it.</p><p></p><p>(2) Requests are treated evenly (no favoring one players).</p><p></p><p>(3) Requests are given a fair hearing (no automatic "no").</p><p></p><p>With the veritable explosion of version 3.x material, a very busy life, limited review/prep/playing time and no desire to load my shelves with gaming books that I will never use or only pull 1 or 2 items from (like I did in the 2E days), designing a campaign with limitations works for me and the players that have chosen to be a part of my campaign. Again, not for everyone - but reasonable with the caveats above.</p><p></p><p>~ Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1940053, member: 83"] [b]Yep...[/b] My approach is very similar. In my most recent campaign, I allowed only core PHB classes, the monk and the paladin were pseudo-PrCs, stirrups didn't exist and most high medieval arms and armor where unknown (greatsword, plate armors, heavy lance, etc). Players were free to request additions/changes, but understood that I wouldn't approve things that didn't fit within the flavor of the campaign. My requirements were: Bring me the source and make a case for it (beyond "I think it is neato"). I didn't have many requests, but actually approved about 75% of the ones I did get, including revising the Sorcerer's PC to the Monte Cook version from Eldritch Might I. I think limitations on a campaign are perfectly fine. In the 23 years I have been involved with D&D, I have never felt that campaign limitations limited my enjoyment of the game (as either a player or GM), provided: (1) They are understood ahead of time by both the players and GM. As long as there is agreement and buy-in by all parties from the outset, there shouldn't be an issue. If a player isn't comfortable with restrictions on a campaign, that's fine...different strokes for different folks - they probably should find a different game to play in. As a GM, however, I feel no compunction to approve that latest twinked out half-dragon shadowdancer/assassin/archmage PrC because a player thinks its "kewl" and that his/her enjoyment and/or PC development will be stunted if they can't have access to it. (2) Requests are treated evenly (no favoring one players). (3) Requests are given a fair hearing (no automatic "no"). With the veritable explosion of version 3.x material, a very busy life, limited review/prep/playing time and no desire to load my shelves with gaming books that I will never use or only pull 1 or 2 items from (like I did in the 2E days), designing a campaign with limitations works for me and the players that have chosen to be a part of my campaign. Again, not for everyone - but reasonable with the caveats above. ~ Old One [/QUOTE]
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