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General Tabletop Discussion
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Definition of "Homebrew"?
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<blockquote data-quote="Wombat" data-source="post: 2073170" data-attributes="member: 8447"><p>Homebrew ... the <em>other </em> other white meat <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>Yeah, it is kind of hard to define. For the most part a homebrew for me starts as a setting or plot idea. Then I find a set of rules that is close to what I want, something that maps the major parts of the action fairly well. Then we get under the hood of the rules, start tinkering so the rules fit the setting (rather than vice versa), making as many adjustments as necessary.</p><p></p><p>For my current campaign, for example, I started with the premise of what if the Europeans came to the New World not during times of internal political division amongst the native empires, but during a time of political solidarity. But I also wanted a game with a good swashbuckling feel, sort of like <em>Adventures of Robin Hood</em> meets <em>Aguirre, the Wrath of God</em>. So I took <em>Arcana Unearthed</em> (I love the Unfettered and Magister classes!) as the base rules, added in a good dash from both <em>Skull & Bones</em> and <em>Swashbuckling Adventures</em>, simplified the combat a bit, added some spells, took out some others, messed with the character races a bit (there are no "intelligent monsters" in this setting other than undead), and started writing up background myths, creating maps of the area and core cities, found a multitude of pictures from the internet of 16th century costuming and armour, and asked everyone in my gaming group to contribute to the melanage as they saw fit -- some came up with restaurants, some with NPCs, some with extra legends, and one fellow created a new form of astrology, including all the signs.</p><p></p><p>In many ways, the rules are simply a convenience in the homebrew world of New Mavarga. Much more important is the feel of the world. </p><p></p><p>So I'd say that homebrew for me is first and foremost creating a proper mood and only secondarily about the rules, per se.</p></blockquote><p></p>
[QUOTE="Wombat, post: 2073170, member: 8447"] Homebrew ... the [I]other [/I] other white meat ;) Yeah, it is kind of hard to define. For the most part a homebrew for me starts as a setting or plot idea. Then I find a set of rules that is close to what I want, something that maps the major parts of the action fairly well. Then we get under the hood of the rules, start tinkering so the rules fit the setting (rather than vice versa), making as many adjustments as necessary. For my current campaign, for example, I started with the premise of what if the Europeans came to the New World not during times of internal political division amongst the native empires, but during a time of political solidarity. But I also wanted a game with a good swashbuckling feel, sort of like [I]Adventures of Robin Hood[/I] meets [I]Aguirre, the Wrath of God[/I]. So I took [I]Arcana Unearthed[/I] (I love the Unfettered and Magister classes!) as the base rules, added in a good dash from both [I]Skull & Bones[/I] and [I]Swashbuckling Adventures[/I], simplified the combat a bit, added some spells, took out some others, messed with the character races a bit (there are no "intelligent monsters" in this setting other than undead), and started writing up background myths, creating maps of the area and core cities, found a multitude of pictures from the internet of 16th century costuming and armour, and asked everyone in my gaming group to contribute to the melanage as they saw fit -- some came up with restaurants, some with NPCs, some with extra legends, and one fellow created a new form of astrology, including all the signs. In many ways, the rules are simply a convenience in the homebrew world of New Mavarga. Much more important is the feel of the world. So I'd say that homebrew for me is first and foremost creating a proper mood and only secondarily about the rules, per se. [/QUOTE]
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