tag:blogger.com,1999:blog-5255299705122830812.post5320636108098195655..comments2024-03-29T09:18:29.382+09:00Comments on What a Horrible Night to Have a Curse...: Not Mother-May-I: How to use rulings in RPGsDennis Laffeyhttp://www.blogger.com/profile/03053699552003336733noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-5255299705122830812.post-78384784178349134372021-06-30T16:14:53.732+09:002021-06-30T16:14:53.732+09:00Let me just add:
I've been running D&D fo...Let me just add:<br /><br />I've been running D&D for 42 years. During that time I have made hundreds, many hundreds, of rulings. I have, as best I could, recorded those rulings over the years, establishing precedents that I employ now. I follow more or less the pattern that Dennis describes here.<br /><br />Please note: the players in my present campaign weren't present at the time most of these rulings were made. Some of them weren't even born. Therefore, as a DM, I am bringing a vast number of rulings to the game which I expect the players to accept as rules, even though the present players had no influence in the making of those rules. Some players, I've found, seem to think that with every new campaign a DM runs, there ought to be a blank slate; I disagree. I have been running the same world, with the same foundation, since 1986. The players may change, but the world stays the same; and so I expect players in my game to appreciate that I've been here this whole time, tweaking and adjusting my game ... and that this has gone on, and will go on, regardless of which players are in my world.<br /><br />This is how I am consistent.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.com