nethervoid
First Post
I'm just starting up a campaign, and I told my players strait up "The rules come second to the story". Basically I told them if the rules are getting in the way of the story, the rules are going to get changed. Rules lawyering and powergaming is for World of Warcraft, which I and others in our group play. If you want to be super-kewl with the blue flaming sword and pretty purple pants of the gods +435879403, play MMORPGs. Our PnP campaign is about a story, and the main characters of that story. We're actors when we sit around the table. Stats mean jack.
So I don't see why you should feel bad at all about breaking rules, nerfing, or powering up whatever the hell you want to make encounters memorable and fun. Easy mode is by far the worse of the two. More importantly story progression should be what your encouters are about. Who cares what the outcome is so long as it makes a good story even better.
One other thing I live by "The DM needs to have fun, which is more important than the players having fun" The DM puts more time in, therefore his or her investment is greater. While you can change out players fairly easily, there is no game without the DM. It must be fun for the DM first, and then you compromise what you can to make sure the players have fun too.
I'm so sick of hearing "Oh woe to my players! They didn't get what they want boo hoo!" Give your players a good story and some good challenge. If that means you have to bend the rules and/or nerf a few players? So be it. Hell back in my ver. 1 days, arguing players got hit with a boulder falling from the sky. Or sometimes they got a DM lightning bolt. Either way it's like "Stop whining. Start playing."
So I don't see why you should feel bad at all about breaking rules, nerfing, or powering up whatever the hell you want to make encounters memorable and fun. Easy mode is by far the worse of the two. More importantly story progression should be what your encouters are about. Who cares what the outcome is so long as it makes a good story even better.
One other thing I live by "The DM needs to have fun, which is more important than the players having fun" The DM puts more time in, therefore his or her investment is greater. While you can change out players fairly easily, there is no game without the DM. It must be fun for the DM first, and then you compromise what you can to make sure the players have fun too.
I'm so sick of hearing "Oh woe to my players! They didn't get what they want boo hoo!" Give your players a good story and some good challenge. If that means you have to bend the rules and/or nerf a few players? So be it. Hell back in my ver. 1 days, arguing players got hit with a boulder falling from the sky. Or sometimes they got a DM lightning bolt. Either way it's like "Stop whining. Start playing."