When Dungeon Mastering for a group always remember to let your group know the basic house rules for all campaigns.
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I may not agree with your hours rules, but I do think this is ftw. Not enough people adhere to those old-school D&D principles. My own boil down to three simple rules:
1. The DM is always right.
2. If the DM is ever wrong, see rule 1 and ask for clarification.
3. If you do, somehow, successfully think you have beaten the DM with some measure of ultimate gamer cheese, see rules 1 & 2 and re-think this premise.
1. The DM is always right.
2. If the DM is ever wrong, see rule 1 and ask for clarification.
3. If you do, somehow, successfully think you have beaten the DM with some measure of ultimate gamer cheese, see rules 1 & 2 and re-think this premise.
True, but most people forget the universals, so I treat them as house rules so that when people go looking for my house rules there they are like a cold splash of water. This is especially true of the most recent generation of D&D 3.5 players.
Player: "I make a sub-plane, effectively cutting myself of from that plane of the prime material." <and, by implication, the DM>
Me: "Does your plane have, air? Yes? Good. Unfortunate that because it's a sub-plane its subject to the extreme weight of all the other planes of power and therefore has a greatly increased atomic mass. As soon as you cross from this plane to the other you are crushed by the incredible forces of the universe. Would you care to make a new character?
Player: "I make a sub-plane, effectively cutting myself of from that plane of the prime material." <and, by implication, the DM>
Me: "Does your plane have, air? Yes? Good. Unfortunate that because it's a sub-plane its subject to the extreme weight of all the other planes of power and therefore has a greatly increased atomic mass. As soon as you cross from this plane to the other you are crushed by the incredible forces of the universe. Would you care to make a new character?
Yeah, I started because I decimated another guy's game by taking out his epic villain in one attack that wasn't even overpowered. Just well thought out RP wise. RP wins over dice almost every time with me running if it's well done, and several friends learned to do the same. It's just more fun.
Hate the fact newer gamers miss that detail playing the newer versions of games. RP's pretty dead with new groups I've tried getting in on. Too many fricken numbers. lol
Hate the fact newer gamers miss that detail playing the newer versions of games. RP's pretty dead with new groups I've tried getting in on. Too many fricken numbers. lol
u know what my DM just did?
he sent us 1000years to the past to become a PC himself, and gave another member of our party his DM-powers... now we're two sourceres in the past, our healer-druid and and leader-rouge were left behind and we're with a strange bard-paladin-monk-think who's class we don't know... yippeah
he sent us 1000years to the past to become a PC himself, and gave another member of our party his DM-powers... now we're two sourceres in the past, our healer-druid and and leader-rouge were left behind and we're with a strange bard-paladin-monk-think who's class we don't know... yippeah
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