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Verboten! What do you NOT allow in your campaigns?
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<blockquote data-quote="AFGNCAAP" data-source="post: 1674628" data-attributes="member: 871"><p>Nice to see all of the responses (plus the rather civil atmosphere, too).</p><p></p><p>I'd figure since I started this mess, I'll add to it as well. But first, to respond to a related topic:</p><p></p><p></p><p></p><p>For me, it's a mix of all of these things. Personally, I've had rather bad experiences with players using evil PCs--said players in those instances pretty much disrupted the game (and other players' enjoyment of the game) for their own amusement. I've personally grown tired of the "mostly elves" groups of PCs back during my 2nd ed. AD&D days, both in stuff I've run & played in (mostly played in). I've also grown to dislike the plethora of subraces for demihumans (also a by-product of the "mostly elves" campaigns of editions past).</p><p></p><p>As for what I don't allow IMCs:</p><ul> <li data-xf-list-type="ul">No Evil-aligned PCs, <em>unless</em> the game is specifically made/designed to be a villains-only campaign (then, it'd be no Good-aligned PCs & very few, if any, Neutral-aligned PCs).</li> <li data-xf-list-type="ul">For creating beginning (1st lvl., ECL 1) PCs, I do not allow any races that have an LA adjustment. I am considering allowing a few races with an LA adjustment, but I'll use something like the working off the LA variant rules in UA, monster classes, or something similar so that the character winds up on the same footing as the LA +0/ECL 1 PCs.</li> <li data-xf-list-type="ul">No subraces: elves are just elves (ala the PHB), whether they're fair-skinned & blonde or are white-haired with jet-black skin.</li> <li data-xf-list-type="ul">No multiples of classes/races (except for humans, & maybe halflings). (Another by-product of the 2nd ed. campaigns overpopulated by elf thief/mages.) Since there is a good selection of core classes available (including the CG-paladin "Avenger" from UA, XPH psychic core classes, the CW Swashbuckler, etc.), not to mention races (humans, elves, dwarves, gnomes, halflings, half-orcs, half-elves, orcs, nezumi/ratlings, spirit folk, etc.), there's a good amount of stuff to select from to allow for a conceptually different, as well as mechanically different, type of character.</li> <li data-xf-list-type="ul">Since my campaigns tend to be human-dominant, & to emphasize the rarity of such creatures in them, I generally allow only 1-2 players to use a race not in the PHB (orcs, nezumi, lizardfolk, warforged, githzerai, etc.; +0 LA/ECL 1 for beginners; any +LA/ECL for new PCs of approved "monster" races as long as their ECL doesn't exceed the average ECL of the rest of the PCs).</li> <li data-xf-list-type="ul">Stat generation method: 32-point buy, or 4d6k3 if I'm present & actually observe the dice rolls. Due to past players who've had a very bad tendency to cheat, I've had to implement this rule (said players aren't really around anymore, but if they return, I may just go with point-buy only). If the 4d6k3 yields a really poor set of stats, I have the player use point-buy.</li> <li data-xf-list-type="ul">No rolling for starting money. However, this is a good thing for new PCs--all PCs begin with maximum starting money for their class.</li> </ul><p></p><p>Above all, I really encourage for the players to think of themselves as a team, and to create their PCs accordingly. If feasible, I like them to have a good backstory why they're adventuring with everyone else, whether it's due to shared past employment, shared childhoods, neighbors, romantic interest, etc. I also dislike the "lone wolf" type of characters either (once again due to bad past experiences).</p><p></p><p>I'm not the only person who DMs in the group, & the other DMs run different styles of games, so there are opportunities for the players to play certain types or concepts of characters that may not be viable IMC, but may be viable in theirs.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1674628, member: 871"] Nice to see all of the responses (plus the rather civil atmosphere, too). I'd figure since I started this mess, I'll add to it as well. But first, to respond to a related topic: For me, it's a mix of all of these things. Personally, I've had rather bad experiences with players using evil PCs--said players in those instances pretty much disrupted the game (and other players' enjoyment of the game) for their own amusement. I've personally grown tired of the "mostly elves" groups of PCs back during my 2nd ed. AD&D days, both in stuff I've run & played in (mostly played in). I've also grown to dislike the plethora of subraces for demihumans (also a by-product of the "mostly elves" campaigns of editions past). As for what I don't allow IMCs: [list] [*]No Evil-aligned PCs, [I]unless[/I] the game is specifically made/designed to be a villains-only campaign (then, it'd be no Good-aligned PCs & very few, if any, Neutral-aligned PCs). [*]For creating beginning (1st lvl., ECL 1) PCs, I do not allow any races that have an LA adjustment. I am considering allowing a few races with an LA adjustment, but I'll use something like the working off the LA variant rules in UA, monster classes, or something similar so that the character winds up on the same footing as the LA +0/ECL 1 PCs. [*]No subraces: elves are just elves (ala the PHB), whether they're fair-skinned & blonde or are white-haired with jet-black skin. [*]No multiples of classes/races (except for humans, & maybe halflings). (Another by-product of the 2nd ed. campaigns overpopulated by elf thief/mages.) Since there is a good selection of core classes available (including the CG-paladin "Avenger" from UA, XPH psychic core classes, the CW Swashbuckler, etc.), not to mention races (humans, elves, dwarves, gnomes, halflings, half-orcs, half-elves, orcs, nezumi/ratlings, spirit folk, etc.), there's a good amount of stuff to select from to allow for a conceptually different, as well as mechanically different, type of character. [*]Since my campaigns tend to be human-dominant, & to emphasize the rarity of such creatures in them, I generally allow only 1-2 players to use a race not in the PHB (orcs, nezumi, lizardfolk, warforged, githzerai, etc.; +0 LA/ECL 1 for beginners; any +LA/ECL for new PCs of approved "monster" races as long as their ECL doesn't exceed the average ECL of the rest of the PCs). [*]Stat generation method: 32-point buy, or 4d6k3 if I'm present & actually observe the dice rolls. Due to past players who've had a very bad tendency to cheat, I've had to implement this rule (said players aren't really around anymore, but if they return, I may just go with point-buy only). If the 4d6k3 yields a really poor set of stats, I have the player use point-buy. [*]No rolling for starting money. However, this is a good thing for new PCs--all PCs begin with maximum starting money for their class. [/list] Above all, I really encourage for the players to think of themselves as a team, and to create their PCs accordingly. If feasible, I like them to have a good backstory why they're adventuring with everyone else, whether it's due to shared past employment, shared childhoods, neighbors, romantic interest, etc. I also dislike the "lone wolf" type of characters either (once again due to bad past experiences). I'm not the only person who DMs in the group, & the other DMs run different styles of games, so there are opportunities for the players to play certain types or concepts of characters that may not be viable IMC, but may be viable in theirs. [/QUOTE]
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