robberbaron said:IMO people who didn't vote for No. 1 just want games to suit them.
See, I'm the complete opposite. The 'core' of the game is pretending to be a crazy adventurer and going on crazy adventures with some friends. Whatever rules are used to facilitate that are secondary. If I need to learn something new, great, that's just an added pleasure. New information entertains me more than whatever sense of 'mastery' I might get from using a familiar set of rules. I'm much less interested in succeeding than I am in experiencing something new.Hussar said:If it's so far removed from core that it might as well be another game, I'm not terribly interested in playing.
JDJblatherings said:The DM should be able to change or include whatever they want as long as it mostly spelled out up front and doesn't break the implicit campaign starting point.
Morrus said:I find that too. Usually it's because I'm shooting for a certain "tone"; and players wanting to play characters which clearly do not mesh with that tone are a clear signal that the tone may well be my cuurent "fad", it's not theirs.
ThirdWizard said:We use the same House Rules no matter who DMs and we rotate DMs every session.
Agreed. I cut DMs near-infinite slack, but it doesn't mean I have to play their games.Whizbang Dustyboots said:I routinely don't sign up for pbp games here at ENWorld because I don't like the rules the DM is using. That's his right, and mine.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.