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What ever happened to just "playing" the game and telling a great story?
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<blockquote data-quote="WizarDru" data-source="post: 3936998" data-attributes="member: 151"><p>Fixed that for you. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Why? What happened that prevented you from continuing to use your house-ruled version or creating a new one? The simple existence of a blackguard prestige class? I mean, anti-paladins existed prior to that, but you opted not to use them. How is it 3.x somehow forced you to use a version you didn't like?</p><p></p><p>The most successful game, character-wise, that I have ever run was done under 3.0/3.5. By the end of six years, the players had guided their destinies and saved the world. One had become guildmaster of a world-spanning mage's guild, another became an immortal guardian of the land, one became a long-awaited champion, another became a figure of myth, one became a guardian of the Prime while another achieved apotheosis. </p><p></p><p>I agree that you should let you players have freedom...but not every group wants absolute, context-free sandboxes. Some want to have orcs thrust upon them, while others don't want to have to write the campaign themselves. Different groups have different preferences. In my case, I prefer to tell my players "Yes" rather than "No"...but I don't want to tell them "What now?". Those can all be valid choices, but not always for every group.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 3936998, member: 151"] Fixed that for you. :) Why? What happened that prevented you from continuing to use your house-ruled version or creating a new one? The simple existence of a blackguard prestige class? I mean, anti-paladins existed prior to that, but you opted not to use them. How is it 3.x somehow forced you to use a version you didn't like? The most successful game, character-wise, that I have ever run was done under 3.0/3.5. By the end of six years, the players had guided their destinies and saved the world. One had become guildmaster of a world-spanning mage's guild, another became an immortal guardian of the land, one became a long-awaited champion, another became a figure of myth, one became a guardian of the Prime while another achieved apotheosis. I agree that you should let you players have freedom...but not every group wants absolute, context-free sandboxes. Some want to have orcs thrust upon them, while others don't want to have to write the campaign themselves. Different groups have different preferences. In my case, I prefer to tell my players "Yes" rather than "No"...but I don't want to tell them "What now?". Those can all be valid choices, but not always for every group. [/QUOTE]
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What ever happened to just "playing" the game and telling a great story?
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