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*Dungeons & Dragons
Converting pre-published adventures to a homebrew setting
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<blockquote data-quote="Voadam" data-source="post: 8279803" data-attributes="member: 2209"><p>I generally use modules and since about 2000 have been either adapting them to a homebrew mashup setting or to an existing one with strong themes.</p><p></p><p>Since you are at an initial stage you have a few options.</p><p></p><p>1 detail your world then adapt the module to it. Define your cosmology and kingdoms and organizations and such and change the ones in the module to suit.</p><p></p><p>2 Use the modules' stuff but change the names to be original so the Zhentarim become the Entari. Use the module to world build so the world makes sense with their adventures.</p><p></p><p>3 Use the modules' stuff pretty much as is and use that as world building. If you mishmash FR Phandelver and GH Saltmarsh you get an interesting mix of deities and place names that are evocative of D&D classics but unique to your campaign. This can require some tricky synchretization. Perhaps mix in planned module references into earlier modules and callbacks into the later ones.</p><p></p><p>4 Open it up to player input, build off their suggestions and work them into the game and modules as you go.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8279803, member: 2209"] I generally use modules and since about 2000 have been either adapting them to a homebrew mashup setting or to an existing one with strong themes. Since you are at an initial stage you have a few options. 1 detail your world then adapt the module to it. Define your cosmology and kingdoms and organizations and such and change the ones in the module to suit. 2 Use the modules' stuff but change the names to be original so the Zhentarim become the Entari. Use the module to world build so the world makes sense with their adventures. 3 Use the modules' stuff pretty much as is and use that as world building. If you mishmash FR Phandelver and GH Saltmarsh you get an interesting mix of deities and place names that are evocative of D&D classics but unique to your campaign. This can require some tricky synchretization. Perhaps mix in planned module references into earlier modules and callbacks into the later ones. 4 Open it up to player input, build off their suggestions and work them into the game and modules as you go. [/QUOTE]
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