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Decision paralysis: how do you homebrew?
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<blockquote data-quote="pukunui" data-source="post: 8631435" data-attributes="member: 54629"><p>Hi folks,</p><p></p><p>As you may be aware, I want to convert the old 3.5e chestnut, <em>Red Hand of Doom</em>, to 5e and run it for one or both of my groups. The thing is, as presented, it's kind of its own mini-setting using the semi-default Greyhawk gods and such with a few notes on how to put it in various other settings like FR and Eberron.</p><p></p><p>I <em>don't</em> want to run it the Realms, even though it was originally designed to be placed there and slots into a specific spot on the map seamlessly. I want to either run it in Eberron or in a homebrew setting of my own design.</p><p></p><p>If I run it in Eberron, I don't have to do any world-building. All I have to do is figure out <em>where</em> on the map I want to run it and how to tweak things to fit Eberron's unique lore. The adventure itself suggests a number of locations, none of which play nicely with the shape of the adventure's map. So the bulk of the work I would have to do would either be reshaping the Eberron map or reworking the adventure to fit an existing location on the map. If I were to do the latter, I'd choose the Eldeen Reaches.</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p>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 <em>Odyssey of the Dragonlords </em>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?</p><p></p><p>The answer to all of the above questions is: I don't know and I can't decide!</p><p></p><p>So my question to you guys is: How do you guys make up your minds about this sort of stuff?!</p><p></p><p>I'm almost at the point of pulling out my hair in creative frustration!</p><p></p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8631435, member: 54629"] Hi folks, As you may be aware, I want to convert the old 3.5e chestnut, [I]Red Hand of Doom[/I], to 5e and run it for one or both of my groups. The thing is, as presented, it's kind of its own mini-setting using the semi-default Greyhawk gods and such with a few notes on how to put it in various other settings like FR and Eberron. I [I]don't[/I] want to run it the Realms, even though it was originally designed to be placed there and slots into a specific spot on the map seamlessly. I want to either run it in Eberron or in a homebrew setting of my own design. If I run it in Eberron, I don't have to do any world-building. All I have to do is figure out [I]where[/I] on the map I want to run it and how to tweak things to fit Eberron's unique lore. The adventure itself suggests a number of locations, none of which play nicely with the shape of the adventure's map. So the bulk of the work I would have to do would either be reshaping the Eberron map or reworking the adventure to fit an existing location on the map. If I were to do the latter, I'd choose the Eldeen Reaches. 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 [I]Odyssey of the Dragonlords [/I]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?! I'm almost at the point of pulling out my hair in creative frustration! Thanks in advance. [/QUOTE]
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