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*Dungeons & Dragons
Playing D&D: Homebrew or Published Setting? Why?
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<blockquote data-quote="Blue" data-source="post: 7347177" data-attributes="member: 20564"><p>When I run, I homebrew. The setting is tailored to the campaign, just like the setting in a book supports the story. I also really enjoy world building, especially the mythos behind it and the friction between cultures.</p><p></p><p>When I play, I like either homebrew or published, with a preference for a setting that affects the campaign like an Eberron campaign where some of the major players and mysteries are involved vs. a setting just being a place to be. While I like both sides, the one thing I don't like is a hybrid of a alternate universe of a published setting unless they've customized it so heavily to file off the serial numbers.</p><p></p><p>One main advantage of a published campaign during play is that it's shorthand between the players and the DM. If the DM talks about The Zhentarim, we have a clear idea of what that means while in a homebrew a DM will need to give us what our characters know if they introduce a member of a well known group. By a hybrid means that you can't trust any of the shorthand and you not only lose that advantage, but you can also potentially mix up what you know about the published X and this game's X of the same name but different details.</p><p></p><p>This actually feeds back into a dislike of running published campaigns - when a player is aware of details that I am not. For example FR has a bunch of novels, and I can think I'm running bog-standard X directly from the setting products, but a player may intentionally or unintentionally mix in material from the novels and assume it's true. I'd hate to find out half a dozen sessions later that the reason they trusted an NPC is because he publicly redeemed himself in book X and the players were guided by that but I had him still being a snake. It's not reasonable for a player to know if any particular bit of information came from what source that they can edit it out.</p></blockquote><p></p>
[QUOTE="Blue, post: 7347177, member: 20564"] When I run, I homebrew. The setting is tailored to the campaign, just like the setting in a book supports the story. I also really enjoy world building, especially the mythos behind it and the friction between cultures. When I play, I like either homebrew or published, with a preference for a setting that affects the campaign like an Eberron campaign where some of the major players and mysteries are involved vs. a setting just being a place to be. While I like both sides, the one thing I don't like is a hybrid of a alternate universe of a published setting unless they've customized it so heavily to file off the serial numbers. One main advantage of a published campaign during play is that it's shorthand between the players and the DM. If the DM talks about The Zhentarim, we have a clear idea of what that means while in a homebrew a DM will need to give us what our characters know if they introduce a member of a well known group. By a hybrid means that you can't trust any of the shorthand and you not only lose that advantage, but you can also potentially mix up what you know about the published X and this game's X of the same name but different details. This actually feeds back into a dislike of running published campaigns - when a player is aware of details that I am not. For example FR has a bunch of novels, and I can think I'm running bog-standard X directly from the setting products, but a player may intentionally or unintentionally mix in material from the novels and assume it's true. I'd hate to find out half a dozen sessions later that the reason they trusted an NPC is because he publicly redeemed himself in book X and the players were guided by that but I had him still being a snake. It's not reasonable for a player to know if any particular bit of information came from what source that they can edit it out. [/QUOTE]
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Playing D&D: Homebrew or Published Setting? Why?
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