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Which three topics do you most want to receive official (WotC) treatment?
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<blockquote data-quote="Helldritch" data-source="post: 7991927" data-attributes="member: 6855114"><p>Some would. Other won't. You see, I live in a French environment. Most of my players do not speak english nor can they read it.</p><p></p><p></p><p></p><p>Ha HA! A sandboxer.</p><p>I do it the other way around. I manipulate the events so the players feels they are the ones pulling the strings but I manage for them to go where I want. It is a mix between the railroad and the sandbox. When I do pure sandbox, it is usualy full improvisation. Otherwise, the players are aware that we are trying to build ourselves a story. The prep and the time for it are not infinite nor are they cheap. If they are not ready to accept a certain amount of railroading then they should try to find an other DM and leave their place to a newer player that will be more than happy to have a bit of railroad. I do not tell the players what to do, but they respect me enough to know that everyone will shine. No one will be left out.</p><p></p><p></p><p>This approach works better with mile stones. I prefer a faster pace with exp until level 5 or 6. Then exp slows down by itself and since I enforce the 5-6 encounters per day I have random encounters table set. A random encounter never gives any experience. It is also one of the reasons that my players try to do as much as possible between short and long rests. No treasure, no gain and only pain. No 5mwd for them.</p><p></p><p></p><p>Useful magic: Potion, scrolls, amunitions maybe a common magical weapon like a dagger.</p><p>A magic item that could alter a player's decision. There were no heavy weapon wielder in one of my group. They found a vicious two handed sword in a treasure. No use for anyone. But the paladin did not have his fighting style yet. Guess what? He took it. We went from a protector planned paladin to an avenger one. </p><p></p><p>An other one I once gave was a talking head inside of a glass bubble. The head could be used as an arcane focus (orb) that doubled as a wand of magic missile. The head was constantly talking limiting the stealth a character could make but it was giving +2 bonus to all knowledge check (Arcana, History and Religion). That head stayed with the character until the end of the campaign.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7991927, member: 6855114"] Some would. Other won't. You see, I live in a French environment. Most of my players do not speak english nor can they read it. Ha HA! A sandboxer. I do it the other way around. I manipulate the events so the players feels they are the ones pulling the strings but I manage for them to go where I want. It is a mix between the railroad and the sandbox. When I do pure sandbox, it is usualy full improvisation. Otherwise, the players are aware that we are trying to build ourselves a story. The prep and the time for it are not infinite nor are they cheap. If they are not ready to accept a certain amount of railroading then they should try to find an other DM and leave their place to a newer player that will be more than happy to have a bit of railroad. I do not tell the players what to do, but they respect me enough to know that everyone will shine. No one will be left out. This approach works better with mile stones. I prefer a faster pace with exp until level 5 or 6. Then exp slows down by itself and since I enforce the 5-6 encounters per day I have random encounters table set. A random encounter never gives any experience. It is also one of the reasons that my players try to do as much as possible between short and long rests. No treasure, no gain and only pain. No 5mwd for them. Useful magic: Potion, scrolls, amunitions maybe a common magical weapon like a dagger. A magic item that could alter a player's decision. There were no heavy weapon wielder in one of my group. They found a vicious two handed sword in a treasure. No use for anyone. But the paladin did not have his fighting style yet. Guess what? He took it. We went from a protector planned paladin to an avenger one. An other one I once gave was a talking head inside of a glass bubble. The head could be used as an arcane focus (orb) that doubled as a wand of magic missile. The head was constantly talking limiting the stealth a character could make but it was giving +2 bonus to all knowledge check (Arcana, History and Religion). That head stayed with the character until the end of the campaign. [/QUOTE]
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