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Starting a new campaign, hoping I don't get the same problems
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<blockquote data-quote="Shallown" data-source="post: 988721" data-attributes="member: 1368"><p>Number one - For money I just assess a dasily/weekly whatever amount they owe for services and products of daily living. If they disagree then let them keep track. My players usually don't care enough to keep track. Ammo and charges are either kept track of or I just suddenly say they are out and leave it to them to prove otherwise. My players usually just toss off some coin in town and call it refurbish and resupply. Basically they replace any used or worn items. I don't want to do to much book keeping so I don't force them but Try to be realistic.</p><p></p><p>Number 2 - You choose you are stuck with it unless you have never used it. I let them change only if the feat has never been used so if they go a while and never use Combat reflexes then they can exchange it. Otherwise you are stuck so Choose wisely.</p><p></p><p>Number three - background and effort put into it vary from player to player. I make it as important as the player wants. So if they give me 10 pages of background first of all I tell them that is way to much and to stop it <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=";)" /> but I still use what they give me. even if to mention it once in a while and to sned them a letter from friends and family.</p><p></p><p></p><p>Number four. Cliche means little its all in how you do it. Hell beinga a sword swinging figter is cliche. Its all a matter of style. Yea your villian is a wizard bent on taking over the world but lend him some peronality and style and no one will care if it is cliche.</p><p></p><p>Number 5 - I spend more time thinking about my game then ever writting stuff for it. I write down the hard rules like stat blocks for encounters and such. I plan but don't write down my plans they float in my head. So I'm not much help in this. I think spending time thinking of maybes is more useful then writting down what you think are definates. Players always surprise you.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 988721, member: 1368"] Number one - For money I just assess a dasily/weekly whatever amount they owe for services and products of daily living. If they disagree then let them keep track. My players usually don't care enough to keep track. Ammo and charges are either kept track of or I just suddenly say they are out and leave it to them to prove otherwise. My players usually just toss off some coin in town and call it refurbish and resupply. Basically they replace any used or worn items. I don't want to do to much book keeping so I don't force them but Try to be realistic. Number 2 - You choose you are stuck with it unless you have never used it. I let them change only if the feat has never been used so if they go a while and never use Combat reflexes then they can exchange it. Otherwise you are stuck so Choose wisely. Number three - background and effort put into it vary from player to player. I make it as important as the player wants. So if they give me 10 pages of background first of all I tell them that is way to much and to stop it ;) but I still use what they give me. even if to mention it once in a while and to sned them a letter from friends and family. Number four. Cliche means little its all in how you do it. Hell beinga a sword swinging figter is cliche. Its all a matter of style. Yea your villian is a wizard bent on taking over the world but lend him some peronality and style and no one will care if it is cliche. Number 5 - I spend more time thinking about my game then ever writting stuff for it. I write down the hard rules like stat blocks for encounters and such. I plan but don't write down my plans they float in my head. So I'm not much help in this. I think spending time thinking of maybes is more useful then writting down what you think are definates. Players always surprise you. later [/QUOTE]
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