Open D&D Campaigns

I don't do it (core books only without prior approval), but my son does - he allows about anything, but he's the worst stereotypical "bad things about D20" gamer - he wants no walls, no limits on players.

His campaigns never seem to last too long, six or eight sessions at most.
 

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Not really. I like to run games of a fairly generic nature - in class and race terms - and generally allow a subset of core material. I consider anything else on a case-by-case basis, especially if all someone wants is a third-party variation on a standard class. I also appreciate the player who inquires about and takes into prior consideration a campaign theme before asking to play something exceptional.
 

We run games like this all the time. Although they are to varying degrees of success. One of the issues with my group is that I have a number of new players (only 3.5 edition) and they don't have a strong attachment to their characters (it usually lasts until the next shiny supplement is out.) At which point they tend to suffer from bad luck and then need to make new characters.

We've had bad luck, whenever anyone plays a level adjusted character.

Other than that we've had some good characters from many supplements. It really depends on what type of campaign you are going to play, if you have a campaign world that is "yours" then obviously you will need some guidelines, if instead it looks more like Sigil, then go with it.
 

Thanks for all your inputs, guys. :)

For those who are working with a "core material" (D&D or OGL) and accept other things on a case by case basis, do you refuse characters often? Does it happen at all?

(newcomers: you can still participate to this thread! )
 

You CAN bring anything you want to me.

Then I'll approve/disapprove it.

If I disapprove I'll give 1 of three reasons:

1. Won't fit in my current game (nothing wrong with it, it just doesn't fit in). You might try again later.

2. I don't like it as is. If you are willing to work with me, we might work something out.

3. Insert Hysterical Laughter here.
 

Odhanan said:
Thanks for all your inputs, guys. :)

For those who are working with a "core material" (D&D or OGL) and accept other things on a case by case basis, do you refuse characters often? Does it happen at all?

(newcomers: you can still participate to this thread! )

haven't refused characters, but i definitely work with the player so the character fits in the campaign and not as a one-shot and i'm gone kinda PC.


the half-ogre Monk became a half-elf Monk and in the end finally a Human Monk. the player was hoping to gain "uber" stat adjustments. when i told him to roll 3d6 in order.... well he quickly shifted gears... and then asked about getting all the elf abilities and none of the penalties like level restrictions... again... a shift. finally settled on Human Monk after qualifying.
 

Odhanan said:
Thanks for all your inputs, guys. :)

For those who are working with a "core material" (D&D or OGL) and accept other things on a case by case basis, do you refuse characters often? Does it happen at all?

(newcomers: you can still participate to this thread! )

With the exception of a Psion and a PrC from the FRCS, the only times it has come up are when I've said something, like, "You can play a cloistered cleric from UA, if you want." So, I've refused nothing, so far.
 

I've got a list of races/classes/PrC's I allow in the campaign, which is under constant revision if I find that something is overpowered or proven that something else isn't nearly as bad as I thought it would be. If it's not on the list, then it's a "No" from me. Granted, the list is large, since I run a campaign that slightly less than everything and the kitchen sink. ;)

Kane
 

Sometimes I do it before I start designing a camapaign, thuogh it's usually just allowing carte blanche on crazy D&D supplements, not so much with the crossing OGL/d20 games.

"You can be anything. Tell me what you are, and I'll work that into the world."

So if I wind up with a heavily disparate party or something, I can easily integrate their characters. I know where their interests lie, and I can channel the campaign there, and I can make the world make sense within the context of the PC's.

But I'm also an imaginative enough DM to integrate almost anything into my ongoing campaigns. I have two characters really loving the psionics rules right now, so I make psionics more prominent within the campaign (secret organizations of Elan, power stones in the treasure hoarde, etc.). I didn't plan on it at first, but I'm not about to power trip and say "your punishment for playing a psionic character is NOT HAVING THE RIGHT TREASURE! Because I didn't mention Psionics!"

I generally let my PC's direct the flow of the adventure and the campaign. They are active -- they do things, I tell them what happens as a consequence. This remains true in character creation. If I have a vague idea for a dramatic, dark, horror campaign and I get a potty-mouthed puka named "Jack Meof," I know I'm struggling against the tide. So I change my campaign. I'm hardly interested in making a player do something he's obviously not in the mood for.

So getting a D&D game together for my group is like ordering a pizza with some friends. If I'm cool with almost anything on my pizza, I'll let those more picky and choosy than I limit what's on it. I won't try to force my own mood on them by ordering something not everyone will enjoy.
 

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