homebrew vs. printed worlds

Skade said:
When I do run published settings I tend to keep to the books pretty well. I rcently ran a Hollowfaust game in the Scarred Lands and loved it. I took what existed and extrapolated on what I thought a few years might do to the stated setting (in case my players read too much). I allowed all my SS books, the WotC class books, some homebrewed feats of mine, and some ravenloft feats.


-Skade

That's cool man you advanced the time line. I try to keep it within a year or two either ahead or behind the current time. But in any case that's pretty sweet deal. (Though I rarely worry about my players reading the same books as I. I feel I'm VERY devious and underhanded. :) )
 

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Homebrew. But I have a very different set of tastes than what is presented in the PHB/DMG/MM. (I love acronyms.)

I haven't bought any 3e campaign settings, but my old 2e ones are good for ideas and pre-gen NPCs.
 

In order to make a good Homebrew you need to fill the pot with good ideas, I get them where I find them. If it works I throw it in, heck I get stuff from everywhere, books, TV, modules, old school text books, if it's not nailed down it gets thrown in the pot. Being that we rotate DM's the game world has a tendency to change on it's own too, "I didn't know there was a continent on the other side of that ocean?" type stuff happens every once in a while.
 

I use the printed materials for campaign settings, spells, magic items, and the like, but that's about it. I create a bunch of my own spells, magic items, feats, prestige classes, and such as additions. Every single one of my NPCs is of my own creation. I rarely actually run adventure modules, and if I do, I find that I have to work pretty hard to make it fit into the current events of my games. Most of my adventures are made up as they go, right there on the spot. I rarely ever actually write anything down beforehand, except for combat info, NPC and monster statistics, but everything else is from flying by the seat of my pants. My players seems to enjoy that, so I've stuck with it.
 


homebrew

reciently I found the stats online for (Count Straud) the origional castle ravenloft villian. since I have never run that module before I think I will put it in my SL game whwn my players hit level 12 or so. The conversion is really wicked and if I do it before level 12 I don't think that the party will live to see the sunrise.:D
 

seasong said:
In GMing, I combine three great pleasures: world-building, roleplaying, and sadism. Like three pillars, these support my decadence as one might an altar. Without one, the others tumble.

I've tried sadism for a time. But eventually, I found out that giving the PCs enough rope to hang themselves is much more fun than active malignancy. Plus, you can avoid the blame - and avoid turning the hands that feed you against you... ;)
 

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