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General Tabletop Discussion
*Dungeons & Dragons
Homebrew – Where did you start?
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<blockquote data-quote="Estlor" data-source="post: 1608639" data-attributes="member: 7261"><p>I'm actually working on a new homebrew right now. I'm not very far, but it all started with a concept. In this case I wanted to create a setting where the world is high tech with psionics as the dominant form of "magic" and true magic being a dead art.</p><p> </p><p> After I have the concept, I usually try to refine it alongside the selection of base classes for the world. I always ask myself why a class exists and how it fits into the larger world. Since magic is a dead art, that means the wizard, sorcerer, cleric, druid, paladin, ranger, and bard can't exist as written. What do I want to do to replace them? How do their replacements fit as logical career paths in the world?</p><p> </p><p> In this case, I'm trying to decide if I want a multi-world setting or a single world setting. If I go the single world route (and I'm leaning that way), I need to explain why this technologically advanced culture has no access to space travel. With psionics being the spell-like power of the setting, I don't have to worry as much about the presence of gods and extraplanar travel. Psionics typically revolves around the Astral, and I'm thinking "Astral Ships" were how the cultures got from one place to another. But I want to tie the illithid and githyanki/githzerai populations together as a sort of Astral terrorist group that prevents extraplanetary travel.</p><p> </p><p> Once I get the concept refined and the classes set, I work on the races I want to be available to the PCs, then start on a map and metaplot that fleshes out the history. After a while I have some nations and basic history, and at that point it's time to select a specific region and get gaming. The rest gets developed as needed.</p></blockquote><p></p>
[QUOTE="Estlor, post: 1608639, member: 7261"] I'm actually working on a new homebrew right now. I'm not very far, but it all started with a concept. In this case I wanted to create a setting where the world is high tech with psionics as the dominant form of "magic" and true magic being a dead art. After I have the concept, I usually try to refine it alongside the selection of base classes for the world. I always ask myself why a class exists and how it fits into the larger world. Since magic is a dead art, that means the wizard, sorcerer, cleric, druid, paladin, ranger, and bard can't exist as written. What do I want to do to replace them? How do their replacements fit as logical career paths in the world? In this case, I'm trying to decide if I want a multi-world setting or a single world setting. If I go the single world route (and I'm leaning that way), I need to explain why this technologically advanced culture has no access to space travel. With psionics being the spell-like power of the setting, I don't have to worry as much about the presence of gods and extraplanar travel. Psionics typically revolves around the Astral, and I'm thinking "Astral Ships" were how the cultures got from one place to another. But I want to tie the illithid and githyanki/githzerai populations together as a sort of Astral terrorist group that prevents extraplanetary travel. Once I get the concept refined and the classes set, I work on the races I want to be available to the PCs, then start on a map and metaplot that fleshes out the history. After a while I have some nations and basic history, and at that point it's time to select a specific region and get gaming. The rest gets developed as needed. [/QUOTE]
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