If, for example, a DM doesn’t like the rules of magic in the game, that DM can feel free to elaborate, simplify, or otherwise change the laws of magic is that universe to more closely fit that DM’s ideals for the way magic should be. In some worlds, magic is abundant and easily controlled, and in others, magic is a rare and wondrous thing controlled by only the most skilled of wizards.
It is up to you, the DM, but also bear in mind that while the DM has the control of how the rules work, be responsible with your changes. Try not to stack the card too harshly against the players and their characters. Be one to levy challenges for the players to overcome, but challenges that they can overcome.
Also, talk to your players about the changes you’re planning. It is good to communicate, as with all relationships, so that your players know why you’re making the decisions. Be firm but fair, and don’t be afraid or hesitant to revert back to the way things were if those new rules don’t work out; there is no shame in trying and changing your mind. The rules change, they evolve, and they mutate to keep the game fun and challenging for all. We will be continuously changing, modifying, and adding to the list as it grows, morphs, and evolves to make our games better, faster, and more fun for everyone.
Author: Dr. Jeff Goins is the Founder and CEO of Dwarven Tavernwww.dwarventavern.net. He writes lots of tombs, carves articles of stones, and publishes a wealth of knowledge. His latest books include Dwarven Tavern Short Hooks and Quick Start Story Ideas, Growing Up Haunted: The Tollgate, and Life In The Shadows.