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Community
General Tabletop Discussion
*Dungeons & Dragons
Decision paralysis: how do you homebrew?
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<blockquote data-quote="Neko Princex" data-source="post: 8634057" data-attributes="member: 7017626"><p>KISS = Keep it Simple, Sweetheart</p><p></p><p>Keep everything as much the same with minimal modification as possible. Even use the map as is, modifying only names of locations. Change the names of important NPCs as well as Deities. I do recommend putting your own spin on characters, places and other necessities. You might want to keep a secondary GM map to know where the the 'good stuff' is that you don't want the player's to know. As per history and locations, don't go overboard; use simple ideas and extrapolate lightly....as the players adventure and discover, makeup up new information on the fly if necessary. If you have trouble keeping notes, keep audio recordings of the sessions and keep a clock on hand in the room...you can reference the time as an audio stamp for key notes that you may not want to write down right away or because of in-depth improvisation note-taking is just impossible.</p><p></p><p>Let the players develop the area around the adventuring location as well, as they write their character history, let them come up with names of neighboring cities, countries and kingdoms. They can even develop a couple of contacts that they use on a regular basis. Also allow them to develop an adversary (say a childhood bully). Ask them to write-down as much detail as they want, as their work will minimize the amount of effort you need to put into homebrewing. You can even award XP for world development if you'd like (I've done this in my own games). As they develop the world, make sure to take what they give you and change it just enough to give the players a sense of maybe something being off or wrong, perhaps even let them believe that a contact or dear childhood friend that is helping them, could very well be giving correct information, but leaving out information that could possibly endanger them or that the contact/friend might actually be working in opposition to them.</p></blockquote><p></p>
[QUOTE="Neko Princex, post: 8634057, member: 7017626"] KISS = Keep it Simple, Sweetheart Keep everything as much the same with minimal modification as possible. Even use the map as is, modifying only names of locations. Change the names of important NPCs as well as Deities. I do recommend putting your own spin on characters, places and other necessities. You might want to keep a secondary GM map to know where the the 'good stuff' is that you don't want the player's to know. As per history and locations, don't go overboard; use simple ideas and extrapolate lightly....as the players adventure and discover, makeup up new information on the fly if necessary. If you have trouble keeping notes, keep audio recordings of the sessions and keep a clock on hand in the room...you can reference the time as an audio stamp for key notes that you may not want to write down right away or because of in-depth improvisation note-taking is just impossible. Let the players develop the area around the adventuring location as well, as they write their character history, let them come up with names of neighboring cities, countries and kingdoms. They can even develop a couple of contacts that they use on a regular basis. Also allow them to develop an adversary (say a childhood bully). Ask them to write-down as much detail as they want, as their work will minimize the amount of effort you need to put into homebrewing. You can even award XP for world development if you'd like (I've done this in my own games). As they develop the world, make sure to take what they give you and change it just enough to give the players a sense of maybe something being off or wrong, perhaps even let them believe that a contact or dear childhood friend that is helping them, could very well be giving correct information, but leaving out information that could possibly endanger them or that the contact/friend might actually be working in opposition to them. [/QUOTE]
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Decision paralysis: how do you homebrew?
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