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<blockquote data-quote="Celtavian" data-source="post: 1528775" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>We play with quite a few house rules. It took along time to work them all in. It can be difficult to work in several rule changes at once because it destroys the familiarity of the game (I believe Monte Cook mentioned something about this when 3.5 came out). If the DM is the only person familiar with the game, the players find it more difficult to get into character because they are trying to remember all the rules changes rather than just playing. This can lead to boredom.</p><p></p><p> I would suggest integrating rules changes slowly giving players time to grasp the changes while testing how effective the changes are at improving game play. That should be your primary objective when making rules changes: improving gameplay from some standpoint whether it be balance, verisimilitude, ease of use, etc. If a change is so complex that it hurts gameplay while offering very little advantage over the current rule, you shouldn't waste time continuing to use it.</p><p></p><p>It takes alot of work to build a world and alter the game. It is a slow process that takes alot of time and effort on the part of the DM. You should definitely focus on your current needs rather than detailing everything out beore you start. Definitely, definitely work on the material that you will be using immediately before you work on material that you may use down the line. </p><p></p><p>World building is hard work, but very gratifying. I find most of the changes we have made to the core rules improve some aspect of our gameplay without bogging it down.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 1528775, member: 5834"] [b]re[/b] We play with quite a few house rules. It took along time to work them all in. It can be difficult to work in several rule changes at once because it destroys the familiarity of the game (I believe Monte Cook mentioned something about this when 3.5 came out). If the DM is the only person familiar with the game, the players find it more difficult to get into character because they are trying to remember all the rules changes rather than just playing. This can lead to boredom. I would suggest integrating rules changes slowly giving players time to grasp the changes while testing how effective the changes are at improving game play. That should be your primary objective when making rules changes: improving gameplay from some standpoint whether it be balance, verisimilitude, ease of use, etc. If a change is so complex that it hurts gameplay while offering very little advantage over the current rule, you shouldn't waste time continuing to use it. It takes alot of work to build a world and alter the game. It is a slow process that takes alot of time and effort on the part of the DM. You should definitely focus on your current needs rather than detailing everything out beore you start. Definitely, definitely work on the material that you will be using immediately before you work on material that you may use down the line. World building is hard work, but very gratifying. I find most of the changes we have made to the core rules improve some aspect of our gameplay without bogging it down. [/QUOTE]
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