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*Dungeons & Dragons
Homebrew – Where did you start?
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<blockquote data-quote="AIM-54" data-source="post: 1612031" data-attributes="member: 15633"><p>At least for my part, a good deal of the appeal of homebrew's is that it is a GM sharing their world with the players. PC's aren't railroaded unless the GM creates a plot and forces the players to follow it. If one merely creates a detailed world, particularly at the macro level, there should be plenty of room for players to play the characters they want. In some instances they may be curtailed to some extent from standard D&D, because of cultural differences etc that the GM builds into the world. That, in my opinion, only makes the world that much more interesting.</p><p></p><p>I tend to have very player-central campaigns, where there is no overarching plot necessarily, until the PC's go out and make one. If they just want to do a whirlwind tour raiding tombs or some such other thing, that's cool, too. But having started at a macro level and created a rich history and general rules for how the races interact should not take away from the players ability to play what they want, how they want. But I also think a GM should not be required to break the "rules" of their world, simply because a PC wants to play a certain class or some such thing. Of course, a certain degree of flexibility should exist, but half the fun is exploring a non-standard setting.</p><p></p><p>But maybe I'm way off here.</p></blockquote><p></p>
[QUOTE="AIM-54, post: 1612031, member: 15633"] At least for my part, a good deal of the appeal of homebrew's is that it is a GM sharing their world with the players. PC's aren't railroaded unless the GM creates a plot and forces the players to follow it. If one merely creates a detailed world, particularly at the macro level, there should be plenty of room for players to play the characters they want. In some instances they may be curtailed to some extent from standard D&D, because of cultural differences etc that the GM builds into the world. That, in my opinion, only makes the world that much more interesting. I tend to have very player-central campaigns, where there is no overarching plot necessarily, until the PC's go out and make one. If they just want to do a whirlwind tour raiding tombs or some such other thing, that's cool, too. But having started at a macro level and created a rich history and general rules for how the races interact should not take away from the players ability to play what they want, how they want. But I also think a GM should not be required to break the "rules" of their world, simply because a PC wants to play a certain class or some such thing. Of course, a certain degree of flexibility should exist, but half the fun is exploring a non-standard setting. But maybe I'm way off here. [/QUOTE]
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