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Homebrew – Where did you start?
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<blockquote data-quote="Sir Whiskers" data-source="post: 1611953" data-attributes="member: 6941"><p>One observation:</p><p></p><p>I'm struck by how many people start at the macro level in designing campaigns, working down - which usually means the first things the players will see in the campaign are the last things worked on.</p><p></p><p>I suppose that can make sense, and it certainly appeals to those of us who enjoy designing whole worlds, but shouldn't the focus be reversed? Shouldn't a GM start out focused on what the players want, what kind of characters will be played, what adventures they will have initially, then expand from there as needed? J Dyal mentioned that he plans for flexibility down the road, which makes a lot of sense to me. Players never, ever do what GM's expect, and it's too easy to begin subtlely (or not so subtely) railroading parties so they'll get to all the stuff the GM spent so much time working on - whether or not the players really want to.</p><p></p><p>Note, this is not intended as criticism - by definition, if the GM and players are having fun, the campaign is a success, however it was put together. I'm just thinking out loud, wondering how often we're putting the cart before horse, so to speak. How often are GM's enjoying focusing their world, as opposed to focusing on their players' characters.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 1611953, member: 6941"] One observation: I'm struck by how many people start at the macro level in designing campaigns, working down - which usually means the first things the players will see in the campaign are the last things worked on. I suppose that can make sense, and it certainly appeals to those of us who enjoy designing whole worlds, but shouldn't the focus be reversed? Shouldn't a GM start out focused on what the players want, what kind of characters will be played, what adventures they will have initially, then expand from there as needed? J Dyal mentioned that he plans for flexibility down the road, which makes a lot of sense to me. Players never, ever do what GM's expect, and it's too easy to begin subtlely (or not so subtely) railroading parties so they'll get to all the stuff the GM spent so much time working on - whether or not the players really want to. Note, this is not intended as criticism - by definition, if the GM and players are having fun, the campaign is a success, however it was put together. I'm just thinking out loud, wondering how often we're putting the cart before horse, so to speak. How often are GM's enjoying focusing their world, as opposed to focusing on their players' characters. [/QUOTE]
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