Options by default: on or off?

By default, do you allow optional materials, or refuse them?

  • Allow--I only veto obscene or "out there" concepts as required

    Votes: 77 50.7%
  • Disallow--I might be talked into an alternate race or class, but only on a case by case basis.

    Votes: 75 49.3%

I run games with a large but definite amount of options turned on, but the default for other options is off. I will allow extra stuff if it seems reasonable and it fits the campaign, but that leaves out quite a lot. Besides the unbalancing stuff, there are lots of options that disallow just because I don't feel like using them myself, but would be virtually obligated to for some bad guys if the choice existed. Also, there are many prestige classes that aren't unbalanced, but have powers that seem silly or too superhero-y for the campaign I am running.
 

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Default is 'allow.'

I'd love for my players to come up to me and ask if X can be used, but they seem happy playing with Core stuff only. Oh well.
 

Some of each. There's not a good poll option for me.

Extra core classes or races? Probably disallow.

Extra spells or feats? Probably allow.

Extra prestige classes? Hmm, probably allow about 65% of 'em.

Everything is case by case, though.
 

I'm with the jester. It varies by what you're talking about. New feats, spells and even classes will likely be allowed, with a little character background as to why these things aren't general knowledge in the campaign area (simply being a foreigner is probably good enough). But new races are right out.

All of that is predicated, of course, on the non-munchkin nature of my players.
 

I find your category descriptions a bit dichotomous. I selectively allow options based on my perception of how well it will play and how well it fits the game. I don't limit my selectivity to obscene concepts, but those that I find potentially troubling or not good fits for the setting or group.
 
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When I start to DM a new campaign, I produce a house rules document to the players which states what I will and won't allow (and what I will allow with changes). Beyond that players must ask me for approval (it's only polite). I try to allow as many options as possible unless I have a serious problem with a particular one. Even then I'll try to modify it to make it acceptable rather than bar it completely.

Tzarevitch
 

"The more options, the better" is my credo.

I'll only disallow something if it is obviously broken (miasma, for example) or it would radically alter the campaign in ways we're not ready to take it (smokepowder, for example).
 

In my camaigns I set third party stuff off by default and only use them after I've had a chance to really give them a once over. I tend to allow most WOTC materials, but still retain veto power for some of the more "wonky" feats and prestige classes. Beyond that a lot of the third party material is fine when used strictly with WOTC material, but when combined with other third party material ... interesting ... things can happen. :uhoh:

I have some players that can tend torwards the min/max power gamer so I use that to try curb that some what. I don't nix all their wants but try to keep their more extreme abuses under control. This allows the none min/maxer's to still keep up in combat and contribute.

For my Arcana Evovled I even went so far as to produce a list of allowed prestige class's. Of course since it is a serperate rules system this was needed for balance reasons.

-Ashrum
 


Well the default is off, in that, if it isn't Core they have to run it by me before using it. To date, I don't think I've ever disallowed something they've asked for, though. So in the sense that they can't assume the use of feats, spells, magical items, ect without first telling me of their intentions if it isn't in Core, then default is off. If you mean in practice, what their options end up being, and how open the game is, the default is on.

I voted off, however.
 

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