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Wanting more content doesn't always equate to wanting tons of splat options so please stop.
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<blockquote data-quote="Zhern" data-source="post: 6932381" data-attributes="member: 6801469"><p>Two hours and 33 pages later..</p><p></p><p>I see a lot of inflexibility, fear of creativity, hyperfocus on balance, and apples to oranges comparisons. Comparing current 3PP offerings from the established 3PP houses to anything from 3E is a bad idea. 3E, by nature of the system (focus on superhero instead of hero, hyperfocus on balance, etc.), resulted in an exponential increase in character power and consequently, a ton of splat books as Tom, Dick, Harry, and Ed all jumped on the OGL train. Some very talented developers rose above the rest and you still see their contributions in 5E today because they do work for companies that were established by longtime TSR and early WotC developers - Frog God Games/Necromancer Games, Kobold Press, Sasquatch Games, Green Ronin. </p><p></p><p>I allow 3PP at my table and let my players be the first judge of it (because I trust them - they just want to have fun - and no, I don't have a set group of people I know all the time, I have new players in and out every few sessions depending on availability, interest, small character arcs) and then I will evaluate it and we'll talk it over and tweak it as works best for the game. Oddly enough, the stuff I don't allow at my table is largely WotC-created. And if my players want a specific feature or characteristic or trait or whatever that isn't already in the material, we'll create it so that it works with the game and the story. I would be doing my players and myself a disservice if I didn't try to work out what they were hoping for - my players might not have a good time and it also wouldn't stretch my creative muscles. </p><p></p><p>There is even some decent stuff on the DMsGuild (which seems to be categorically condemned by a lot of the respondents in this thread and that isn't without merit because there is some total trash on there, but if you look at the feedback those authors get, you will see they are getting good advice and feedback from DMs and players alike). I tend to avoid the DMsGuild because most of the stuff up there doesn't interest me because I can create it on my own as I need for my games. </p><p></p><p>I understand where the focus on balance comes from but I take very little stock in something being balanced. The players aren't always going to be able to win every fight or get the biggest and best loot. That is very much an MMO attitude. I'm telling a story where the players overcome adversity and overwhelming odds to be the heroes, to save the princess and kill the dragon (or quite possibly get killed in the process because it isn't easy to be a hero (not a superhero, a hero)). The game is what you and your players make it. If a DM is resistant for fear of players trying to take advantage or lack of confidence, discuss it with them and provide a cogent, meaningful reason for them to go outside their comfort zone - offer to work with them and let them know that if either of you feel like it isn't working out you will revisit it and adapt accordingly. The DM-player relationship is a partnership that requires compromise to be successful. </p><p></p><p>Anyway, this entire thread has been amusing and infuriating.</p></blockquote><p></p>
[QUOTE="Zhern, post: 6932381, member: 6801469"] Two hours and 33 pages later.. I see a lot of inflexibility, fear of creativity, hyperfocus on balance, and apples to oranges comparisons. Comparing current 3PP offerings from the established 3PP houses to anything from 3E is a bad idea. 3E, by nature of the system (focus on superhero instead of hero, hyperfocus on balance, etc.), resulted in an exponential increase in character power and consequently, a ton of splat books as Tom, Dick, Harry, and Ed all jumped on the OGL train. Some very talented developers rose above the rest and you still see their contributions in 5E today because they do work for companies that were established by longtime TSR and early WotC developers - Frog God Games/Necromancer Games, Kobold Press, Sasquatch Games, Green Ronin. I allow 3PP at my table and let my players be the first judge of it (because I trust them - they just want to have fun - and no, I don't have a set group of people I know all the time, I have new players in and out every few sessions depending on availability, interest, small character arcs) and then I will evaluate it and we'll talk it over and tweak it as works best for the game. Oddly enough, the stuff I don't allow at my table is largely WotC-created. And if my players want a specific feature or characteristic or trait or whatever that isn't already in the material, we'll create it so that it works with the game and the story. I would be doing my players and myself a disservice if I didn't try to work out what they were hoping for - my players might not have a good time and it also wouldn't stretch my creative muscles. There is even some decent stuff on the DMsGuild (which seems to be categorically condemned by a lot of the respondents in this thread and that isn't without merit because there is some total trash on there, but if you look at the feedback those authors get, you will see they are getting good advice and feedback from DMs and players alike). I tend to avoid the DMsGuild because most of the stuff up there doesn't interest me because I can create it on my own as I need for my games. I understand where the focus on balance comes from but I take very little stock in something being balanced. The players aren't always going to be able to win every fight or get the biggest and best loot. That is very much an MMO attitude. I'm telling a story where the players overcome adversity and overwhelming odds to be the heroes, to save the princess and kill the dragon (or quite possibly get killed in the process because it isn't easy to be a hero (not a superhero, a hero)). The game is what you and your players make it. If a DM is resistant for fear of players trying to take advantage or lack of confidence, discuss it with them and provide a cogent, meaningful reason for them to go outside their comfort zone - offer to work with them and let them know that if either of you feel like it isn't working out you will revisit it and adapt accordingly. The DM-player relationship is a partnership that requires compromise to be successful. Anyway, this entire thread has been amusing and infuriating. [/QUOTE]
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