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<blockquote data-quote="Desdichado" data-source="post: 330047" data-attributes="member: 2205"><p><span style="color: aliceblue">Is anyone insisting that the game be played differently? My stance, and the one I seem to be reading here, is that the game's designers are the ones insisting that the game be played a certain way, and even in the book that purports to be the book of "options" we are strongly urged not to change anything. <img src="http://jdyal.freezope.org/huh.gif" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> Doesn't mean it can't be fun, and I'd guess you'd almost be the poster-child of high-level good gaming, but the style <em>really</em> rubs me the wrong way, and to be told in a core rulebook that I shouldn't change that style is profoundly irritating. Like I said, when I <em>first</em> read that passage, it made me laugh out loud incredulously that they would actually say that (I think I was sitting in my car for a lunch break, so laughing out loud as fine! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</span></p><p><span style="color: aliceblue"></span></p><p><span style="color: aliceblue">On the other hand, I'm certainly insisting that divinations are bad for <em>my</em> game. I don't enjoy crafting such odd, forced and contrived scenarios as you describe just to accomodate the spells that are completely out of whack with the game worlds as described. Either the setting needs to change dramatically to accomodate the fact that these abilities exist, or the abilities need to be modified to fit into the campaign setting. D&D missed the boat, IMO, and aligning character abilities with the campaign settings described. For homebrew worlds, it's even more essential that this exercise be done, yet we are told in the DMG that we shouldn't do it.</span></p><p><span style="color: aliceblue"></span></p></blockquote><p></p>
[QUOTE="Desdichado, post: 330047, member: 2205"] [color=aliceblue]Is anyone insisting that the game be played differently? My stance, and the one I seem to be reading here, is that the game's designers are the ones insisting that the game be played a certain way, and even in the book that purports to be the book of "options" we are strongly urged not to change anything. [img]http://jdyal.freezope.org/huh.gif[/img] Doesn't mean it can't be fun, and I'd guess you'd almost be the poster-child of high-level good gaming, but the style [i]really[/i] rubs me the wrong way, and to be told in a core rulebook that I shouldn't change that style is profoundly irritating. Like I said, when I [i]first[/i] read that passage, it made me laugh out loud incredulously that they would actually say that (I think I was sitting in my car for a lunch break, so laughing out loud as fine! :D) On the other hand, I'm certainly insisting that divinations are bad for [i]my[/i] game. I don't enjoy crafting such odd, forced and contrived scenarios as you describe just to accomodate the spells that are completely out of whack with the game worlds as described. Either the setting needs to change dramatically to accomodate the fact that these abilities exist, or the abilities need to be modified to fit into the campaign setting. D&D missed the boat, IMO, and aligning character abilities with the campaign settings described. For homebrew worlds, it's even more essential that this exercise be done, yet we are told in the DMG that we shouldn't do it. [/color] [/QUOTE]
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