Yes, I run games for two different groups, and I could potentially run RHoD for both of them. Yes, I could potentially do Eberron for one and homebrew for the other. That would mean twice the work, but it is something I am considering.But do you mean you have TWO groups you are going to run RHoD for? Could this mean you have the possibility to play it in one setting for group A and another setting for group B? Because that could give you a way out of your indecision.
Faced with something like that, what I'd recommend is writing a very brief treatment for the homebrew with some sort of answers to those questions. At this stage it doesn't actually matter too much what those answers are, they key thing is to write something on paper.If I go homebrew, I have some bits and pieces already determined, some of which is ripped off from Eberron and Dragon Age and the like. But the main sticking point is figuring out the details of the gods. After reading about greatwyrm dragons and dragons as gods and the like in Fizban's, I got the idea of trying to incorporate that into my homebrew for this world as well.
But I honestly am just completely and utterly paralysed by indecision at this point. I cannot make up my mind. Do I want to do the work to fit it into Eberron or do I want to make my own homebrew world?
If the latter, do I want to have the gods be greatwyrm dragons? If yes, do I want that to be known or a secret? (I did try running Odyssey of the Dragonlords for one of my groups not that long ago, but we gave up before the big twist reveal.) Or do I just want to have the usual pantheon of squabbling gods? Or do I want something a bit tighter? Another question is: do I want the gods to be a real, knowable force like in the Realms or do I want the matter of their existence to be up in the air like in Eberron? If the latter, do I want to make it so there are no clerics or paladins? I've done that before, and it was fun and different, but do I want to do that again for this campaign? If I get rid of clerics and paladins, do I want to keep things like divine soul sorcerers and celestial warlocks?
The answer to all of the above questions is: I don't know and I can't decide!
So my question to you guys is: How do you guys make up your minds about this sort of stuff?!
Well, players will become porportionally invested in what impacts their character's lives. Even so, if they are wholly disinterested in the spiritual angle, that can be a reasonable choice.This is where I started to become stuck - not just on "do I want the gods to be dragons or not?" but also on things like "do I want there to be clerics and paladins or not?" I tried not having them in my previous homebrew iteration, and I thought it was fun and different, but the players didn't really engage with any of the religions. But then they tend not to engage with them that much even when there are clerics and paladins and one of them is actually playing one of those classes, so I guess religion is not something my players are particularly interested in exploring in their fantasy games (and one of them is even an army chaplain in real life!).
So it's really only important to me as the DM. And I just can't make up my mind. I can't decide what's better.
RHoD by default involves an attempt by the BBEG to summon an aspect of Tiamat, a draconic god. I was talking to a friend who suggested I shouldn't make all the other gods be dragons too because that would lessen the impact of the focus on Tiamat. I'm not sure I agree, but it got me second-guessing myself again.
This brings me back to my OP, in which I said I couldn't decide the details of my gods.
All I know for sure is that I want the "true" myth of the creation of the homebrew world to be very similar to that of Eberron's. Namely, there was a being known as Io the Concordant Dragon, the creator of everything. Io either died and split into three new beings or created three offspring. Either way, he was succeeded by the three Progenitor Dragons. One of them was evil and killed their sibling, so the third imprisoned the first in her body, creating the planet. This dragon essentially fills the role of Gaia / Mother Earth in this mythology.
That's the only bit I can decide on for sure.
For this, at least, I would suggest one of two options (or maybe 3?):This is where I started to become stuck - not just on "do I want the gods to be dragons or not?" but also on things like "do I want there to be clerics and paladins or not?" I tried not having them in my previous homebrew iteration, and I thought it was fun and different, but the players didn't really engage with any of the religions. But then they tend not to engage with them that much even when there are clerics and paladins and one of them is actually playing one of those classes, so I guess religion is not something my players are particularly interested in exploring in their fantasy games (and one of them is even an army chaplain in real life!).
I have tried this several times already. It has helped a little bit but not enough really. This project has been germinating in the back of my head for a long time, and I only recently sort of got it back out to give it another go.Then put it aside at least overnight, preferably for a week. (Or, even better, give it to someone you can trust for some feedback.)
Yes, warlocks and divine soul sorcerers. Moon Knight is essentially a warlock of Khonshu, the god of the moon, and the elemental cult priests in Princes of the Apocalypse are all sorcerers. Between them and druids, that should suffice for priests with magical powers.3) Consider dropping Paladins and Clerics, and go with Warlocks as your "cleric" class. Warlock with a draconic or extra planar patron could be more interesting to tie in with your ideas around how the world religion works, and would make it more "manageable" (i.e. individual), rather than "clerics all over the place". You could then tailor one or two patrons and outline the cleric spells that would be available. Warlock Pact of the Blade could be your "Paladin" and other Warlocks could be your clerics.
I wish this sort of thing would work for me.Just roll a D6.
Odds = Eberron
Even = homebrew
I have already converted all of the encounters from part 1 of the adventure. I got stuck when I started converting the NPCs in the towns and cities, some of whom are clerics. There are also clerics on the enemy side - the very first encounter of the adventure includes one, but at least the enemy clerics all follow Tiamat. I didn't want to include Pelor, Wee Jas, Erythnul, etc, but haven't been able to figure out who to replace them with. I also need to decide if I even want clerics or not.Try this: Pick a specific encounter you're excited to run from Red Hand of Doom – something that doesn't have a lot of encoded setting info beyond a town name – and start converting it. See where that takes you.
Right now you're focused on the macro setting scale stuff. But that's actually only a small sliver of what an adventure is about.