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General Tabletop Discussion
*Dungeons & Dragons
What houserules would best support my campaign premise?
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<blockquote data-quote="Quickleaf" data-source="post: 8328000" data-attributes="member: 20323"><p>Well, that's even less interesting, right? As flawed as the former condition was – i.e. losing access mid-encounter – the way you intend to run it removes even more element of discovery.</p><p></p><p>Before taking this idea into play, I would encourage you to think about it from the perspective of your players and the narrative first.</p><p></p><p>Right now, you're approaching it from a very top-down stance. World state changes. Meta-game, you inform players during spell prep, "no, <em>fireball</em> and <em>tiny hut</em> are no longer available to be prepared." Ok... as a player, that would feel like a really unsatisfactory explanation.</p><p></p><p>What does spell preparation look like in your game? What happens narratively when I try to prepare my <em>fireball</em>? For example, "the threads of the spell pull from your mind, like forgetting the voice of a long-lost loved one, and before your very eyes the very ink on your spellbook pages starts to bleed away" has vast story-telling implications. From a player's perspective, that narrative gets their wheels turning, "Huh, ok, so how could we preserve the knowledge of a spell? Like is there a monster with infallible memory that we could teach it to, and then go back to whenever we need to relearn the spell?" Or: "What if I chiseled my spellbook into rock?"</p><p></p><p>Again, that gets back to the hard counter idea. With a hard counter, there's no more room for discovery, the conclusion is foregone, and there's nothing for players to interact with. It's a very, very strong move of all the moves a DM could take. It's like partner dancing and suddenly you're busting out nothing but power moves and your partner has nothing left to do. A few power moves used judiciously, yeah, that can be a nice spice. But too much ruins the recipe.</p><p></p><p>Anyhow, this is all my opinion, and YMMV depending on play style.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8328000, member: 20323"] Well, that's even less interesting, right? As flawed as the former condition was – i.e. losing access mid-encounter – the way you intend to run it removes even more element of discovery. Before taking this idea into play, I would encourage you to think about it from the perspective of your players and the narrative first. Right now, you're approaching it from a very top-down stance. World state changes. Meta-game, you inform players during spell prep, "no, [I]fireball[/I] and [I]tiny hut[/I] are no longer available to be prepared." Ok... as a player, that would feel like a really unsatisfactory explanation. What does spell preparation look like in your game? What happens narratively when I try to prepare my [I]fireball[/I]? For example, "the threads of the spell pull from your mind, like forgetting the voice of a long-lost loved one, and before your very eyes the very ink on your spellbook pages starts to bleed away" has vast story-telling implications. From a player's perspective, that narrative gets their wheels turning, "Huh, ok, so how could we preserve the knowledge of a spell? Like is there a monster with infallible memory that we could teach it to, and then go back to whenever we need to relearn the spell?" Or: "What if I chiseled my spellbook into rock?" Again, that gets back to the hard counter idea. With a hard counter, there's no more room for discovery, the conclusion is foregone, and there's nothing for players to interact with. It's a very, very strong move of all the moves a DM could take. It's like partner dancing and suddenly you're busting out nothing but power moves and your partner has nothing left to do. A few power moves used judiciously, yeah, that can be a nice spice. But too much ruins the recipe. Anyhow, this is all my opinion, and YMMV depending on play style. [/QUOTE]
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What houserules would best support my campaign premise?
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