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*Pathfinder & Starfinder
RE-SKINNING: Who needs rules to customize?
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<blockquote data-quote="HRSegovia" data-source="post: 5647586" data-attributes="member: 99950"><p>Yes, but as every game should be: all rules are optional. Remember the days of OD&D? That's when I started. That's how I grew up. There was not a rule for everything and the game was still a mystery. We had to invent ways to handle situations and GM's have to wing-it creating just as much fun as actually playing ("This is how WE do it in our game. How do you do it in yours?").</p><p></p><p>Today, D&D is almost no different than Magic the Gathering: how can we bend every rule we can find to increase the critical threat range to 2-20? The rules have become a cage to view the D&D realm rather than a freeform means in interact with it.</p><p></p><p>Somewhere in between is the place where magic is made. It starts with a common understanding in your group: "All rules are optional. We are not here to tweak our character to become powerhouses. This is not a competition. We are creating personas to experience a world. Who do YOU want to be tonight?"</p><p></p><p>My greatest advice in this situation, when the rules have become the only means of resolution, is to play OD&D; if just for one long session (preferably until level 4). -- For the DM, use the following guidelines:</p><p></p><p>- Avoid an epic campaign. Keep it within the same region with little travel. "The Cave" or "The Dungeon" should be the climax and not the core.</p><p>- Focus on story rather than action to give the players an opportunity to love their character and not their abilities.</p><p>- Creatures and magic should be rare and sometimes feared as myth or witchcraft. This will keep the horror and fear of the creatures when encountered, the convenience of magic to a minimum, and the mystery of the D&D realm full of wonder to PC's and NPC's alike.</p><p>- Above all, focus more on the game and less on the rules. Wing-it when necessary, but for the most part just make a judgement call on success, failure, and allowance rather than breaking the momentum of the story to create a convoluted, unrealistic, or unnecessary rule to handle a mundane or meager task.</p><p></p><p>You, and your players will learn much from the experience.</p></blockquote><p></p>
[QUOTE="HRSegovia, post: 5647586, member: 99950"] Yes, but as every game should be: all rules are optional. Remember the days of OD&D? That's when I started. That's how I grew up. There was not a rule for everything and the game was still a mystery. We had to invent ways to handle situations and GM's have to wing-it creating just as much fun as actually playing ("This is how WE do it in our game. How do you do it in yours?"). Today, D&D is almost no different than Magic the Gathering: how can we bend every rule we can find to increase the critical threat range to 2-20? The rules have become a cage to view the D&D realm rather than a freeform means in interact with it. Somewhere in between is the place where magic is made. It starts with a common understanding in your group: "All rules are optional. We are not here to tweak our character to become powerhouses. This is not a competition. We are creating personas to experience a world. Who do YOU want to be tonight?" My greatest advice in this situation, when the rules have become the only means of resolution, is to play OD&D; if just for one long session (preferably until level 4). -- For the DM, use the following guidelines: - Avoid an epic campaign. Keep it within the same region with little travel. "The Cave" or "The Dungeon" should be the climax and not the core. - Focus on story rather than action to give the players an opportunity to love their character and not their abilities. - Creatures and magic should be rare and sometimes feared as myth or witchcraft. This will keep the horror and fear of the creatures when encountered, the convenience of magic to a minimum, and the mystery of the D&D realm full of wonder to PC's and NPC's alike. - Above all, focus more on the game and less on the rules. Wing-it when necessary, but for the most part just make a judgement call on success, failure, and allowance rather than breaking the momentum of the story to create a convoluted, unrealistic, or unnecessary rule to handle a mundane or meager task. You, and your players will learn much from the experience. [/QUOTE]
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RE-SKINNING: Who needs rules to customize?
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