Fallen Seraph
First Post
In my games when I DM I find it much easier to address any house-rules prior to when they are put into use. I go through each one with the group and address if they have any concerns with them, I tell them why I think it be good for the gameplay or the feel of the campaign. But in the end their enjoyment plays into my own enjoyment since D&D is a group activity so if they don't like the house-rules they aren't implemented or together as a group we figure out house-rules.
Hell, this happens even prior to a campaign starting. I give the group a basic layout of a campaign/setting (or multiple ones) we discuss what we would like to play. Then after deciding on one we together try to adapt the setting/campaign chosen to suit what each person would want, ie; person wants to play a Tiefling a race is developed to suit that in the setting.
I find it creates a much more fun and indepth group dynamic because your all playing a roll in making this game work. This also tailors into my game-style where stuff like... Influencing an enemy can be descided narratively by a player, ie; how that enemy got damaged by his attack. Or influence what is in a city by discussing where to go.
Hell, this happens even prior to a campaign starting. I give the group a basic layout of a campaign/setting (or multiple ones) we discuss what we would like to play. Then after deciding on one we together try to adapt the setting/campaign chosen to suit what each person would want, ie; person wants to play a Tiefling a race is developed to suit that in the setting.
I find it creates a much more fun and indepth group dynamic because your all playing a roll in making this game work. This also tailors into my game-style where stuff like... Influencing an enemy can be descided narratively by a player, ie; how that enemy got damaged by his attack. Or influence what is in a city by discussing where to go.