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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Tony Vargas" data-source="post: 7168883" data-attributes="member: 996"><p>Try visualizing your DM Empowerment as a lathe instead of a hammer? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p> While it sounds like 13A might be a close fit for you, personally, 5e /is/ meant to be for all D&Ders, and if your players are comfortable with it, that's a positive that you don't want to just throw away, so coming here and sharing/getting some ideas will hopefully be worthwhile. It may sound weird, but one strength of D&D has generally (3.x RAW-zietgeist excepted) been a system everyone would likely be able to accept, but that the DM could bang into the desired shape (even though there might already be several other games that are closer to what he wants, the chances of getting together a group who agree on which one of those to play are lower than the chances of forcing D&D into the same mold).</p><p></p><p>You could take several very different paths in trying to make the most of it. <ul> <li data-xf-list-type="ul">You could decline to DM, and just play - that assumes there's anyone in your group up to the challenge of running 5e and also better-suited to it, and that could easily not be the case.</li> <li data-xf-list-type="ul">You could look for or author a set of variants (that could be a lot of work) that works the way you want, and present it as the rules you'll be using for the campaign, take it or leave it.</li> <li data-xf-list-type="ul">You could see if your players would be willing to collaborate on a set of house rules that you'd all find acceptable. Also a lot of work, but potentially shared out.</li> <li data-xf-list-type="ul">You could hammer out such a houseruleset by consensus as you go.</li> </ul><p></p><p>Like shoak1, you'll want to front-load a lot of DM work. In your case, it sounds like front-loading it at the beginning of the campaign, so the rules, and an acceptable way other than just ad hoc DM ruling for dealing with them when the unexpected happens, are taken care of, and you can focus on the story/world aspect of the campaign.</p><p></p><p>Obviously, that discussion could be a big ol' thread on its own. I'd encourage you to start that thread. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p><em>Edit: Oh, if some of your players participate, you could make it a wiki and start hammering out your house rules right here, it'd be illustrative for all of us, and you'd get lots of help (OK, and no small amount of interference, I suppose...)</em></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7168883, member: 996"] Try visualizing your DM Empowerment as a lathe instead of a hammer? ;) While it sounds like 13A might be a close fit for you, personally, 5e /is/ meant to be for all D&Ders, and if your players are comfortable with it, that's a positive that you don't want to just throw away, so coming here and sharing/getting some ideas will hopefully be worthwhile. It may sound weird, but one strength of D&D has generally (3.x RAW-zietgeist excepted) been a system everyone would likely be able to accept, but that the DM could bang into the desired shape (even though there might already be several other games that are closer to what he wants, the chances of getting together a group who agree on which one of those to play are lower than the chances of forcing D&D into the same mold). You could take several very different paths in trying to make the most of it. [list][*]You could decline to DM, and just play - that assumes there's anyone in your group up to the challenge of running 5e and also better-suited to it, and that could easily not be the case.[*]You could look for or author a set of variants (that could be a lot of work) that works the way you want, and present it as the rules you'll be using for the campaign, take it or leave it.[*]You could see if your players would be willing to collaborate on a set of house rules that you'd all find acceptable. Also a lot of work, but potentially shared out.[*]You could hammer out such a houseruleset by consensus as you go.[/list] Like shoak1, you'll want to front-load a lot of DM work. In your case, it sounds like front-loading it at the beginning of the campaign, so the rules, and an acceptable way other than just ad hoc DM ruling for dealing with them when the unexpected happens, are taken care of, and you can focus on the story/world aspect of the campaign. Obviously, that discussion could be a big ol' thread on its own. I'd encourage you to start that thread. :) [i]Edit: Oh, if some of your players participate, you could make it a wiki and start hammering out your house rules right here, it'd be illustrative for all of us, and you'd get lots of help (OK, and no small amount of interference, I suppose...)[/i] [/QUOTE]
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