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General Tabletop Discussion
*Dungeons & Dragons
Converting pre-published adventures to a homebrew setting
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<blockquote data-quote="AtomicPope" data-source="post: 8279419" data-attributes="member: 64790"><p>I'm a diehard Greyhawker, so I'm always returning to Greyhawk for my homebrew. My conversions go like this:</p><p>1. Campaign Theme - What do I plan on running? What do we want to play? That's going to tell me what modules and source material I should be converting. House Rules are always added here to enforce the theme. It's important to make it known to the players before character creation.</p><p>2. Player Characters - When I have an idea of what will be in the party, then I can focus on world building details. No sense in making an elaborate thieves' guild if there are no Rogues. Gods are less useful without divine casters.</p><p>3. Metaplot - When I'm able to focus on the details of the campaign I work on a metaplot, but keep it loose. There's no sense in creating a BEEG when the PCs won't see them for a year or more. Start local and work your way out.</p><p>4. Modules and Supplements - Now I can cherry pick or outright steal other peoples' work. Usually I add NPCs and swap monsters to better fit the theme. I sprinkle in metaplot clues to keep the campaign flowing.</p><p></p><p>Repeat steps 3 and 4 ad infinitum. </p><p></p><p>Gods, cultures, legends, a lot of that can be sorted out later with a little prep work. I think it's better to keep a rough outline of things, keep it loose. This saves time and lets you focus on the immediate and near future. Rough outlines adapt to PC asshattery much easier. NPCs or monsters who are quickly killed can be "demoted" if it would derail the plot. With a loose outline it's seemless.</p></blockquote><p></p>
[QUOTE="AtomicPope, post: 8279419, member: 64790"] I'm a diehard Greyhawker, so I'm always returning to Greyhawk for my homebrew. My conversions go like this: 1. Campaign Theme - What do I plan on running? What do we want to play? That's going to tell me what modules and source material I should be converting. House Rules are always added here to enforce the theme. It's important to make it known to the players before character creation. 2. Player Characters - When I have an idea of what will be in the party, then I can focus on world building details. No sense in making an elaborate thieves' guild if there are no Rogues. Gods are less useful without divine casters. 3. Metaplot - When I'm able to focus on the details of the campaign I work on a metaplot, but keep it loose. There's no sense in creating a BEEG when the PCs won't see them for a year or more. Start local and work your way out. 4. Modules and Supplements - Now I can cherry pick or outright steal other peoples' work. Usually I add NPCs and swap monsters to better fit the theme. I sprinkle in metaplot clues to keep the campaign flowing. Repeat steps 3 and 4 ad infinitum. Gods, cultures, legends, a lot of that can be sorted out later with a little prep work. I think it's better to keep a rough outline of things, keep it loose. This saves time and lets you focus on the immediate and near future. Rough outlines adapt to PC asshattery much easier. NPCs or monsters who are quickly killed can be "demoted" if it would derail the plot. With a loose outline it's seemless. [/QUOTE]
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