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<blockquote data-quote="Korgoth" data-source="post: 4739915" data-attributes="member: 49613"><p>Excellent as always.</p><p></p><p>One thing that I think is important to recognize is that consistency between campaigns is not required. Consistency within a campaign is good, so that the players have a basis for making good decisions (you can't "challenge" the players if you merely pull the rug out from under them all the time). But between campaigns, I think consistency is neither necessary or even entirely desirable.</p><p></p><p>For example, in my EPT game I've gone what I consider a rather "soft" route on character survival. I actually let them survive into negative HPs if they get immediate healing; they can go down to "-X" where X equals their level. Although character death is a possibility and has been a reality, this group likes to put a fair amount into their backstories and crafting fairly entertaining interpesonal relationships. The current group size is also only 5 players and each is only running one character. So I've eased up on character death (though really only a little bit) because it helped tailor the game to their wants and expectations.</p><p></p><p>There's an interplay in tailoring a game - if you make it entirely fitting their expectations then they'll never be surprised or challenged. I've got a couple "modernists" in the group and although they knew going into the game that a megadungeon figured prominently, it's surely not the campaign that they would have written. Another is a grognard who is not used to the level of setting "texture" and has really taken to it. So most folks seem to get their horizons broadened a little bit, which I think is nice.</p><p></p><p>Just another reason why I like Old School rules. I can say to my group "Hey gang, let's run this rule thus" and the whole system doesn't fall apart and nothing becomes "broken". Likewise, the group can submit amendments to the rules without fear... they have submitted several so far, some of which I have rejected and some I have adopted.</p><p></p><p>It's nice when the rules are just so darn easy-going.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4739915, member: 49613"] Excellent as always. One thing that I think is important to recognize is that consistency between campaigns is not required. Consistency within a campaign is good, so that the players have a basis for making good decisions (you can't "challenge" the players if you merely pull the rug out from under them all the time). But between campaigns, I think consistency is neither necessary or even entirely desirable. For example, in my EPT game I've gone what I consider a rather "soft" route on character survival. I actually let them survive into negative HPs if they get immediate healing; they can go down to "-X" where X equals their level. Although character death is a possibility and has been a reality, this group likes to put a fair amount into their backstories and crafting fairly entertaining interpesonal relationships. The current group size is also only 5 players and each is only running one character. So I've eased up on character death (though really only a little bit) because it helped tailor the game to their wants and expectations. There's an interplay in tailoring a game - if you make it entirely fitting their expectations then they'll never be surprised or challenged. I've got a couple "modernists" in the group and although they knew going into the game that a megadungeon figured prominently, it's surely not the campaign that they would have written. Another is a grognard who is not used to the level of setting "texture" and has really taken to it. So most folks seem to get their horizons broadened a little bit, which I think is nice. Just another reason why I like Old School rules. I can say to my group "Hey gang, let's run this rule thus" and the whole system doesn't fall apart and nothing becomes "broken". Likewise, the group can submit amendments to the rules without fear... they have submitted several so far, some of which I have rejected and some I have adopted. It's nice when the rules are just so darn easy-going. [/QUOTE]
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