What is your approach to magical effects / abilities that are not strictly RAW?
I am running 2 campaigns to different groups. One is super technical with the rules and finds the loop hole im every situation and the other is more along for thr story and Role play. Often I find myself limited with running for the first group, worrying that the cool thing I have in mind would upset them since it is not strictly RAW. For example a petrification glyph of warding, or unique teleportation abilities. Basically I am afraid of breaking the rules even on unique occasions even though I know I am perfectly capable of doing that in order to tell the story. In session 0 I talked about my balance of story against mechanics and I still stand by a combination of both but now, 60 sessions in it feels that the party is trying to win and only play to get stronger and for the mechanics.
Any advice?
Posted Aug 12, 2026, 8:23 PM UTC