sniffles
First Post
I agree with you that published settings do offer a lot more information for players, and homebrews can be rather fuzzy. But to a certain extent the amount of material available for a published setting can take away some of the sense of mystery from a campaign. It's easier for the players to forget that their characters don't know everything they know about that setting.werk said:As I'm looking for a new group to play in, I'm finding a lot of homebrew settings instead of the WotC settings I'm familiar with.
What is the appeal, for a player, to want to play in a homebrew setting?
I ask this because I feel that there is great appeal for a published setting for a player, largely in that a player will know what to expect, lots of tangibles like deities, regions, politics, lots of things. Going into a homebrew, especially one that is not written up very completely, I just feel a little at the DM's mercy and obligated to acquire as much fuzzy information as possible. I think homebrew is just for the DM to make it up as he goes and as an excuse not to buy or learn a formal setting.
Thoughts?
My first two experiences with D&D 3E were in homebrew settings, and I quite enjoyed both of them. In one campaign the GM didn't give us any kind of written material before the campaign began, and as it continued the players had very limited knowledge of the game world. That made the sense of discovery when we learned something new much more exciting for me.
On the other hand, I've got a friend who's trying to create a homebrew and is obsessed with detailing it as much as a published setting. This means he may never actually get his setting in a playable condition. And unfortunately it seems to me that his main purpose in creating a homebrew setting is to try out variant rules, which is something he could do just as easily in a published setting.
Overall I'd have to say the success of a homebrew is dependent on what the GM puts into it and what the players want out of it.