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<blockquote data-quote="InVinoVeritas" data-source="post: 3116518" data-attributes="member: 41485"><p>Flexibility is key.</p><p></p><p>When you hear this, respond with something like, "Cool! I want to play a sorcerer from the swamplands who gets his magical power from an ancient familial connection to some superpowered race that has since vanished!" or whatever idea you really, really want to try. You'll get one of four answers:</p><p></p><p>"Awesome! He can come from Marshpit, with a secret hidden connection to the Dalvernari!" --You got a winner!</p><p></p><p>"Okay, but know that the Green Order has decreed that all sorcerers or connections to the Ancient Ones must die." --Will that work? Maybe, maybe not. But at least you've got a starting point to discuss the world.</p><p></p><p>"Eh, I don't think that idea will work." --Probably a good sign to step away. Still, it creates a point from which to discuss the campaign world.</p><p></p><p>"Sure, whatever, that's cool." --You don't need to know anything to play in this world. If the DM is good, it'll be a decent game. Don't expect as strong a world focus as the DM might have first indicated.</p><p></p><p>Basically, homebrews give you the chance to make whatever you want without trying to shoehorn it into the published material. Give it a whirl, make what you want, and find the world that will cater to your tastes.</p></blockquote><p></p>
[QUOTE="InVinoVeritas, post: 3116518, member: 41485"] Flexibility is key. When you hear this, respond with something like, "Cool! I want to play a sorcerer from the swamplands who gets his magical power from an ancient familial connection to some superpowered race that has since vanished!" or whatever idea you really, really want to try. You'll get one of four answers: "Awesome! He can come from Marshpit, with a secret hidden connection to the Dalvernari!" --You got a winner! "Okay, but know that the Green Order has decreed that all sorcerers or connections to the Ancient Ones must die." --Will that work? Maybe, maybe not. But at least you've got a starting point to discuss the world. "Eh, I don't think that idea will work." --Probably a good sign to step away. Still, it creates a point from which to discuss the campaign world. "Sure, whatever, that's cool." --You don't need to know anything to play in this world. If the DM is good, it'll be a decent game. Don't expect as strong a world focus as the DM might have first indicated. Basically, homebrews give you the chance to make whatever you want without trying to shoehorn it into the published material. Give it a whirl, make what you want, and find the world that will cater to your tastes. [/QUOTE]
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